1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
26 | |
26 | |
27 | #include <global.h> |
27 | #include <global.h> |
28 | #include <random_map.h> |
28 | #include <rmg.h> |
29 | #include <rproto.h> |
29 | #include <rproto.h> |
30 | |
30 | |
31 | /* some defines for various options which can be set. */ |
31 | /* some defines for various options which can be set. */ |
32 | |
32 | |
33 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
33 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
… | |
… | |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | |
42 | |
43 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
45 | |
45 | |
46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
46 | static object *find_closest_monster (maptile *map, int x, int y); |
47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
47 | static object *find_monster_in_room (maptile *map, int x, int y); |
48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
|
|
49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
48 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky); |
50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
49 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
51 | static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
50 | static object **find_doors_in_room (maptile *map, int x, int y); |
52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
51 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
52 | static void find_enclosed_spot (maptile *map, int *cx, int *cy); |
54 | static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); |
53 | static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); |
55 | |
54 | |
56 | /* a macro to get a strongly centered random distribution, |
55 | /* a macro to get a strongly centered random distribution, |
57 | from 0 to x, centered at x/2 */ |
56 | from 0 to x, centered at x/2 */ |
58 | static int |
57 | static int |
59 | bc_random (int x) |
58 | bc_random (int x) |
… | |
… | |
68 | object *key = archetype::get (shstr_key_random_map); |
67 | object *key = archetype::get (shstr_key_random_map); |
69 | key->slaying = keycode; |
68 | key->slaying = keycode; |
70 | return key; |
69 | return key; |
71 | } |
70 | } |
72 | |
71 | |
73 | /* places keys in the map, preferably in something alive. |
72 | /* places keys in the map, preferably in something alive. |
74 | keycode is the key's code, |
73 | keycode is the key's code, |
75 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
74 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
76 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
75 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
77 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
76 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
78 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
77 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
79 | |
78 | |
80 | The idea is that you call keyplace on x,y where a door is, and it'll make |
79 | The idea is that you call keyplace on x,y where a door is, and it'll make |
81 | sure a key is placed on both sides of the door. |
80 | sure a key is placed on both sides of the door. |
82 | */ |
81 | */ |
83 | static int |
82 | static int |
84 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
83 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) |
85 | { |
84 | { |
86 | int i, j; |
85 | int i, j; |
87 | int kx = 0, ky = 0; |
86 | int kx = 0, ky = 0; |
88 | object *the_keymaster; /* the monster that gets the key. */ |
87 | object *the_keymaster; /* the monster that gets the key. */ |
89 | object *the_key = gen_key (keycode); |
88 | object *the_key = gen_key (keycode); |
… | |
… | |
93 | int tries = 0; |
92 | int tries = 0; |
94 | |
93 | |
95 | the_keymaster = 0; |
94 | the_keymaster = 0; |
96 | while (tries < 15 && !the_keymaster) |
95 | while (tries < 15 && !the_keymaster) |
97 | { |
96 | { |
98 | i = rmg_rndm (RP->Xsize - 2) + 1; |
97 | i = rmg_rndm (map->width - 2) + 1; |
99 | j = rmg_rndm (RP->Ysize - 2) + 1; |
98 | j = rmg_rndm (map->height - 2) + 1; |
100 | tries++; |
99 | tries++; |
101 | the_keymaster = find_closest_monster (map, i, j, RP); |
100 | the_keymaster = find_closest_monster (map, i, j); |
102 | } |
101 | } |
103 | |
102 | |
104 | /* if we don't find a good keymaster, drop the key on the ground. */ |
103 | /* if we don't find a good keymaster, drop the key on the ground. */ |
105 | if (!the_keymaster) |
104 | if (!the_keymaster) |
106 | { |
105 | { |
107 | int freeindex; |
106 | int freeindex; |
108 | |
107 | |
109 | freeindex = -1; |
108 | freeindex = -1; |
110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
109 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
111 | { |
110 | { |
112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
111 | kx = rmg_rndm (map->width - 2) + 1; |
113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
112 | ky = rmg_rndm (map->height - 2) + 1; |
114 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
113 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
115 | } |
114 | } |
116 | |
115 | |
117 | // can freeindex ever be < 0? |
116 | // can freeindex ever be < 0? |
118 | if (freeindex >= 0) |
117 | if (freeindex >= 0) |
119 | { |
118 | { |
… | |
… | |
132 | { |
131 | { |
133 | the_key->destroy (); |
132 | the_key->destroy (); |
134 | return 0; |
133 | return 0; |
135 | } |
134 | } |
136 | |
135 | |
137 | the_keymaster = find_monster_in_room (map, x, y, RP); |
136 | the_keymaster = find_monster_in_room (map, x, y); |
138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
137 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
139 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
138 | find_spot_in_room (map, x, y, &kx, &ky); |
140 | } |
139 | } |
141 | else |
140 | else |
142 | { |
141 | { |
143 | int sum = 0; /* count how many keys we actually place */ |
142 | int sum = 0; /* count how many keys we actually place */ |
144 | |
143 | |
145 | /* I'm lazy, so just try to place in all 4 directions. */ |
144 | /* I'm lazy, so just try to place in all 4 directions. */ |
146 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
145 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); |
147 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
146 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); |
148 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
147 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); |
149 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
148 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); |
150 | |
149 | |
151 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
150 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
152 | { /* diagonally this time. */ |
151 | { /* diagonally this time. */ |
153 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
152 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); |
154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
153 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); |
155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
154 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); |
156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
155 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); |
157 | } |
156 | } |
158 | |
157 | |
159 | the_key->destroy (); |
158 | the_key->destroy (); |
160 | return 1; |
159 | return 1; |
161 | } |
160 | } |
… | |
… | |
185 | |
184 | |
186 | m->at (x, y).update (); |
185 | m->at (x, y).update (); |
187 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
186 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
188 | } |
187 | } |
189 | |
188 | |
190 | /* place treasures in the map, given the |
189 | /* place treasures in the map, given the |
191 | map, (required) |
190 | map, (required) |
192 | layout, (required) |
191 | maze, (required) |
193 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
192 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
194 | treasureoptions (may be 0 for random choices or positive) |
193 | treasureoptions (may be 0 for random choices or positive) |
195 | */ |
194 | */ |
196 | void |
195 | void |
197 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
196 | place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) |
198 | { |
197 | { |
199 | char styledirname[1024]; |
|
|
200 | char stylefilepath[1024]; |
|
|
201 | maptile *style_map = 0; |
|
|
202 | int num_treasures; |
198 | int num_treasures; |
203 | |
199 | |
204 | /* bail out if treasure isn't wanted. */ |
200 | /* bail out if treasure isn't wanted. */ |
205 | if (treasure_style) |
201 | if (treasure_style) |
206 | if (!strcmp (treasure_style, "none")) |
202 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
228 | |
224 | |
229 | if (num_treasures <= 0) |
225 | if (num_treasures <= 0) |
230 | return; |
226 | return; |
231 | |
227 | |
232 | /* get the style map */ |
228 | /* get the style map */ |
233 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
229 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
234 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
|
|
235 | style_map = find_style (styledirname, treasure_style, -1); |
|
|
236 | |
230 | |
237 | if (!style_map) |
231 | if (!style_map) |
238 | { |
232 | { |
239 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
233 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
240 | return; |
234 | return; |
241 | } |
235 | } |
242 | |
236 | |
243 | /* all the treasure at one spot in the map. */ |
237 | /* all the treasure at one spot in the map. */ |
244 | if (treasureoptions & CONCENTRATED) |
238 | if (treasureoptions & CONCENTRATED) |
… | |
… | |
255 | /* search the onion for C's or '>', and put treasure there. */ |
249 | /* search the onion for C's or '>', and put treasure there. */ |
256 | for (i = 0; i < RP->Xsize; i++) |
250 | for (i = 0; i < RP->Xsize; i++) |
257 | { |
251 | { |
258 | for (j = 0; j < RP->Ysize; j++) |
252 | for (j = 0; j < RP->Ysize; j++) |
259 | { |
253 | { |
260 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
254 | if (maze[i][j] == 'C' || maze[i][j] == '>') |
261 | { |
255 | { |
262 | int tdiv = RP->symmetry_used; |
256 | int tdiv = RP->symmetry_used; |
263 | object *chest; |
257 | object *chest; |
264 | |
258 | |
265 | if (tdiv == 3) |
259 | if (tdiv == 3) |
… | |
… | |
271 | if (!chest) |
265 | if (!chest) |
272 | continue; /* if no chest was placed NEXT */ |
266 | continue; /* if no chest was placed NEXT */ |
273 | |
267 | |
274 | if (treasureoptions & (DOORED | HIDDEN)) |
268 | if (treasureoptions & (DOORED | HIDDEN)) |
275 | { |
269 | { |
276 | object **doorlist = find_doors_in_room (map, i, j, RP); |
270 | object **doorlist = find_doors_in_room (map, i, j); |
277 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
271 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
278 | free (doorlist); |
272 | free (doorlist); |
279 | } |
273 | } |
280 | } |
274 | } |
281 | } |
275 | } |
… | |
… | |
293 | tries = 0; |
287 | tries = 0; |
294 | while (i == -1 && tries < 100) |
288 | while (i == -1 && tries < 100) |
295 | { |
289 | { |
296 | i = rmg_rndm (RP->Xsize - 2) + 1; |
290 | i = rmg_rndm (RP->Xsize - 2) + 1; |
297 | j = rmg_rndm (RP->Ysize - 2) + 1; |
291 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
292 | |
298 | find_enclosed_spot (map, &i, &j, RP); |
293 | find_enclosed_spot (map, &i, &j); |
299 | |
294 | |
300 | if (wall_blocked (map, i, j)) |
295 | if (wall_blocked (map, i, j)) |
301 | i = -1; |
296 | i = -1; |
302 | |
297 | |
303 | tries++; |
298 | tries++; |
… | |
… | |
310 | |
305 | |
311 | i = chest->x; |
306 | i = chest->x; |
312 | j = chest->y; |
307 | j = chest->y; |
313 | if (treasureoptions & (DOORED | HIDDEN)) |
308 | if (treasureoptions & (DOORED | HIDDEN)) |
314 | { |
309 | { |
315 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
310 | doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
316 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
311 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
317 | free (doorlist); |
312 | free (doorlist); |
318 | } |
313 | } |
319 | } |
314 | } |
320 | } |
315 | } |
321 | } |
316 | } |
322 | else |
317 | else |
323 | { /* DIFFUSE treasure layout */ |
318 | { /* DIFFUSE treasure maze */ |
324 | int ti, i, j; |
319 | int ti, i, j; |
325 | |
320 | |
326 | for (ti = 0; ti < num_treasures; ti++) |
321 | for (ti = 0; ti < num_treasures; ti++) |
327 | { |
322 | { |
328 | i = rmg_rndm (RP->Xsize - 2) + 1; |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
… | |
… | |
384 | } |
379 | } |
385 | |
380 | |
386 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
387 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
388 | { |
383 | { |
389 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
390 | |
385 | |
391 | if (trap_map) |
386 | if (trap_map) |
392 | { |
387 | { |
393 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
394 | |
389 | |
… | |
… | |
410 | the lockcode. It's not worth bothering to lock the chest if |
405 | the lockcode. It's not worth bothering to lock the chest if |
411 | there's only 1 treasure.... */ |
406 | there's only 1 treasure.... */ |
412 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
413 | { |
408 | { |
414 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
415 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); |
416 | } |
411 | } |
417 | |
412 | |
418 | /* actually place the chest. */ |
413 | /* actually place the chest. */ |
419 | the_chest->x = xl; |
414 | the_chest->x = xl; |
420 | the_chest->y = yl; |
415 | the_chest->y = yl; |
… | |
… | |
422 | return the_chest; |
417 | return the_chest; |
423 | } |
418 | } |
424 | |
419 | |
425 | /* finds the closest monster and returns him, regardless of doors or walls */ |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
426 | static object * |
421 | static object * |
427 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
422 | find_closest_monster (maptile *map, int x, int y) |
428 | { |
423 | { |
429 | int i; |
424 | int i; |
430 | |
425 | |
431 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
432 | { |
427 | { |
433 | int lx, ly; |
428 | int lx, ly; |
434 | |
429 | |
435 | lx = x + freearr_x[i]; |
430 | lx = x + freearr_x[i]; |
436 | ly = y + freearr_y[i]; |
431 | ly = y + freearr_y[i]; |
437 | /* boundscheck */ |
432 | /* boundscheck */ |
438 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
433 | if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) |
439 | /* don't bother searching this square unless the map says life exists. */ |
434 | /* don't bother searching this square unless the map says life exists. */ |
440 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
441 | { |
436 | { |
442 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
443 | |
438 | |
444 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
439 | for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) |
|
|
440 | ; |
|
|
441 | |
445 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
442 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
446 | return the_monster; |
443 | return the_monster; |
447 | } |
444 | } |
448 | } |
445 | } |
449 | return NULL; |
446 | return NULL; |
450 | } |
447 | } |
… | |
… | |
452 | /* both find_monster_in_room routines need to have access to this. */ |
449 | /* both find_monster_in_room routines need to have access to this. */ |
453 | |
450 | |
454 | static object *theMonsterToFind; |
451 | static object *theMonsterToFind; |
455 | |
452 | |
456 | /* a recursive routine which will return a monster, eventually,if there is one. |
453 | /* a recursive routine which will return a monster, eventually,if there is one. |
457 | it does a check-off on the layout, converting 0's to 1's */ |
454 | it does a check-off on the maze, converting 0's to 1's */ |
458 | static object * |
455 | static object * |
459 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
456 | find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) |
460 | { |
457 | { |
461 | int i, j; |
458 | int i, j; |
462 | |
459 | |
463 | /* if we've found a monster already, leave */ |
460 | /* if we've found a monster already, leave */ |
464 | if (theMonsterToFind != NULL) |
461 | if (theMonsterToFind != NULL) |
465 | return theMonsterToFind; |
462 | return theMonsterToFind; |
466 | |
463 | |
467 | /* bounds check x and y */ |
464 | /* bounds check x and y */ |
468 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
465 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
469 | return theMonsterToFind; |
466 | return theMonsterToFind; |
470 | |
467 | |
471 | /* if the square is blocked or searched already, leave */ |
468 | /* if the square is blocked or searched already, leave */ |
472 | if (layout[x][y] != 0) |
469 | if (maze[x][y] != 0) |
473 | return theMonsterToFind; /* might be NULL, that's fine. */ |
470 | return theMonsterToFind; /* might be NULL, that's fine. */ |
474 | |
471 | |
475 | /* check the current square for a monster. If there is one, |
472 | /* check the current square for a monster. If there is one, |
476 | set theMonsterToFind and return it. */ |
473 | set theMonsterToFind and return it. */ |
477 | layout[x][y] = 1; |
474 | maze[x][y] = 1; |
478 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
475 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
479 | { |
476 | { |
480 | object *the_monster = GET_MAP_OB (map, x, y); |
477 | object *the_monster = GET_MAP_OB (map, x, y); |
481 | |
478 | |
482 | /* check off this point */ |
479 | /* check off this point */ |
483 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
480 | for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
484 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
481 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
485 | { |
482 | { |
486 | theMonsterToFind = the_monster; |
483 | theMonsterToFind = the_monster; |
487 | return theMonsterToFind; |
484 | return theMonsterToFind; |
488 | } |
485 | } |
489 | } |
486 | } |
490 | |
487 | |
491 | /* now search all the 8 squares around recursively for a monster,in random order */ |
488 | /* now search all the 8 squares around recursively for a monster,in random order */ |
492 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
489 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
493 | { |
490 | { |
494 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
491 | theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]); |
495 | if (theMonsterToFind != NULL) |
492 | if (theMonsterToFind) |
496 | return theMonsterToFind; |
493 | return theMonsterToFind; |
497 | } |
494 | } |
498 | |
495 | |
499 | return theMonsterToFind; |
496 | return theMonsterToFind; |
500 | } |
497 | } |
501 | |
498 | |
502 | /* sets up some data structures: the _recursive form does the |
499 | /* sets up some data structures: the _recursive form does the |
503 | real work. */ |
500 | real work. */ |
504 | static object * |
501 | static object * |
505 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
502 | find_monster_in_room (maptile *map, int x, int y) |
506 | { |
503 | { |
507 | Layout layout2 (RP); |
504 | layout layout2 (map->width, map->height); |
508 | |
505 | |
509 | layout2->clear (); |
506 | // find walls |
510 | |
|
|
511 | /* allocate and copy the layout, converting C to 0. */ |
|
|
512 | for (int i = 0; i < layout2->w; i++) |
507 | for (int i = 0; i < layout2.w; i++) |
513 | for (int j = 0; j < layout2->h; j++) |
508 | for (int j = 0; j < layout2.h; j++) |
514 | if (wall_blocked (map, i, j)) |
509 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
515 | layout2[i][j] = '#'; |
|
|
516 | |
510 | |
517 | theMonsterToFind = 0; |
511 | theMonsterToFind = 0; |
518 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); |
519 | |
|
|
520 | layout2.free (); |
|
|
521 | |
513 | |
522 | return theMonsterToFind; |
514 | return theMonsterToFind; |
523 | } |
515 | } |
524 | |
|
|
525 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
|
|
526 | static int *room_free_spots_x; |
|
|
527 | static int *room_free_spots_y; |
|
|
528 | static int number_of_free_spots_in_room; |
|
|
529 | |
516 | |
530 | /* the workhorse routine, which finds the free spots in a room: |
517 | /* the workhorse routine, which finds the free spots in a room: |
531 | a datastructure of free points is set up, and a position chosen from |
518 | a datastructure of free points is set up, and a position chosen from |
532 | that datastructure. */ |
519 | that datastructure. */ |
533 | static void |
520 | static void |
534 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
521 | find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y) |
535 | { |
522 | { |
536 | int i, j; |
|
|
537 | |
|
|
538 | /* bounds check x and y */ |
523 | /* bounds check x and y */ |
539 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
524 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
540 | return; |
525 | return; |
541 | |
526 | |
542 | /* if the square is blocked or searched already, leave */ |
527 | /* if the square is blocked or searched already, leave */ |
543 | if (layout[x][y] != 0) |
528 | if (maze[x][y] != 0) |
544 | return; |
529 | return; |
545 | |
530 | |
546 | /* set the current square as checked, and add it to the list. |
531 | /* set the current square as checked, and add it to the list. |
547 | set theMonsterToFind and return it. */ |
532 | set theMonsterToFind and return it. */ |
548 | /* check off this point */ |
533 | /* check off this point */ |
549 | layout[x][y] = 1; |
534 | maze[x][y] = 1; |
550 | room_free_spots_x[number_of_free_spots_in_room] = x; |
535 | spots.push (point (x, y)); |
551 | room_free_spots_y[number_of_free_spots_in_room] = y; |
|
|
552 | number_of_free_spots_in_room++; |
|
|
553 | |
536 | |
554 | /* now search all the 8 squares around recursively for free spots,in random order */ |
537 | /* now search all the 8 squares around recursively for free spots,in random order */ |
555 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
538 | for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
556 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
539 | find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]); |
557 | |
540 | |
558 | } |
541 | } |
559 | |
542 | |
560 | /* find a random non-blocked spot in this room to drop a key. */ |
543 | /* find a random non-blocked spot in this room to drop a key. */ |
561 | static void |
544 | static void |
562 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
545 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) |
563 | { |
546 | { |
564 | char **layout2; |
547 | fixed_stack<point> spots (map->width * map->height); |
565 | int i, j; |
|
|
566 | |
548 | |
567 | number_of_free_spots_in_room = 0; |
549 | layout layout2 (map->width, map->height); |
568 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
569 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
570 | |
550 | |
571 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
572 | /* allocate and copy the layout, converting C to 0. */ |
551 | /* allocate and copy the maze, converting C to 0. */ |
573 | for (i = 0; i < RP->Xsize; i++) |
552 | for (int i = 0; i < map->width; i++) |
574 | { |
553 | for (int j = 0; j < map->height; j++) |
575 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
554 | layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; |
576 | for (j = 0; j < RP->Ysize; j++) |
|
|
577 | if (wall_blocked (map, i, j)) |
|
|
578 | layout2[i][j] = '#'; |
|
|
579 | } |
|
|
580 | |
555 | |
581 | /* setup num_free_spots and room_free_spots */ |
556 | /* setup num_free_spots and room_free_spots */ |
582 | find_spot_in_room_recursive (layout2, x, y, RP); |
557 | find_spot_in_room_recursive (layout2, spots, x, y); |
583 | |
558 | |
584 | if (number_of_free_spots_in_room > 0) |
559 | if (spots.size) |
585 | { |
|
|
586 | i = rmg_rndm (number_of_free_spots_in_room); |
|
|
587 | *kx = room_free_spots_x[i]; |
|
|
588 | *ky = room_free_spots_y[i]; |
|
|
589 | } |
560 | { |
|
|
561 | point p = spots [rmg_rndm (spots.size)]; |
590 | |
562 | |
591 | /* deallocate the temp. layout */ |
563 | *kx = p.x; |
592 | for (i = 0; i < RP->Xsize; i++) |
564 | *ky = p.y; |
593 | free (layout2[i]); |
565 | } |
594 | |
|
|
595 | free (layout2); |
|
|
596 | free (room_free_spots_x); |
|
|
597 | free (room_free_spots_y); |
|
|
598 | } |
566 | } |
599 | |
|
|
600 | |
567 | |
601 | /* searches the map for a spot with walls around it. The more |
568 | /* searches the map for a spot with walls around it. The more |
602 | walls the better, but it'll settle for 1 wall, or even 0, but |
569 | walls the better, but it'll settle for 1 wall, or even 0, but |
603 | it'll return 0 if no FREE spots are found.*/ |
570 | it'll return 0 if no FREE spots are found.*/ |
604 | static void |
571 | static void |
605 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
572 | find_enclosed_spot (maptile *map, int *cx, int *cy) |
606 | { |
573 | { |
607 | int x, y; |
574 | int x, y; |
608 | int i; |
575 | int i; |
609 | |
576 | |
610 | x = *cx; |
577 | x = *cx; |
… | |
… | |
614 | { |
581 | { |
615 | int lx, ly, sindex; |
582 | int lx, ly, sindex; |
616 | |
583 | |
617 | lx = x + freearr_x[i]; |
584 | lx = x + freearr_x[i]; |
618 | ly = y + freearr_y[i]; |
585 | ly = y + freearr_y[i]; |
619 | sindex = surround_flag3 (map, lx, ly, RP); |
586 | sindex = surround_flag3 (map, lx, ly); |
620 | /* if it's blocked on 3 sides, it's enclosed */ |
587 | /* if it's blocked on 3 sides, it's enclosed */ |
621 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
588 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
622 | { |
589 | { |
623 | *cx = lx; |
590 | *cx = lx; |
624 | *cy = ly; |
591 | *cy = ly; |
… | |
… | |
632 | { |
599 | { |
633 | int lx, ly, sindex; |
600 | int lx, ly, sindex; |
634 | |
601 | |
635 | lx = x + freearr_x[i]; |
602 | lx = x + freearr_x[i]; |
636 | ly = y + freearr_y[i]; |
603 | ly = y + freearr_y[i]; |
637 | sindex = surround_flag3 (map, lx, ly, RP); |
604 | sindex = surround_flag3 (map, lx, ly); |
638 | /* if it's blocked on 3 sides, it's enclosed */ |
605 | /* if it's blocked on 3 sides, it's enclosed */ |
639 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
606 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
640 | { |
607 | { |
641 | *cx = lx; |
608 | *cx = lx; |
642 | *cy = ly; |
609 | *cy = ly; |
… | |
… | |
649 | { |
616 | { |
650 | int lx, ly, sindex; |
617 | int lx, ly, sindex; |
651 | |
618 | |
652 | lx = x + freearr_x[i]; |
619 | lx = x + freearr_x[i]; |
653 | ly = y + freearr_y[i]; |
620 | ly = y + freearr_y[i]; |
654 | sindex = surround_flag3 (map, lx, ly, RP); |
621 | sindex = surround_flag3 (map, lx, ly); |
655 | /* if it's blocked on 3 sides, it's enclosed */ |
622 | /* if it's blocked on 3 sides, it's enclosed */ |
656 | if (sindex) |
623 | if (sindex) |
657 | { |
624 | { |
658 | *cx = lx; |
625 | *cx = lx; |
659 | *cy = ly; |
626 | *cy = ly; |
660 | return; |
627 | return; |
661 | } |
628 | } |
662 | } |
629 | } |
663 | /* give up and return the closest free spot. */ |
630 | /* give up and return the closest free spot. */ |
664 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
631 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
665 | |
632 | |
666 | if (i != -1) |
633 | if (i != -1) |
667 | { |
634 | { |
668 | *cx = x + freearr_x[i]; |
635 | *cx = x + freearr_x[i]; |
669 | *cy = y + freearr_y[i]; |
636 | *cy = y + freearr_y[i]; |
… | |
… | |
692 | |
659 | |
693 | /* surrounds the point x,y by doors, so as to enclose something, like |
660 | /* surrounds the point x,y by doors, so as to enclose something, like |
694 | a chest. It only goes as far as the 8 squares surrounding, and |
661 | a chest. It only goes as far as the 8 squares surrounding, and |
695 | it'll remove any monsters it finds.*/ |
662 | it'll remove any monsters it finds.*/ |
696 | static object ** |
663 | static object ** |
697 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
664 | surround_by_doors (maptile *map, char **maze, int x, int y, int opts) |
698 | { |
665 | { |
699 | int i; |
666 | int i; |
700 | const char *doors[2]; |
667 | const char *doors[2]; |
701 | object **doorlist; |
668 | object **doorlist; |
702 | int ndoors_made = 0; |
669 | int ndoors_made = 0; |
… | |
… | |
717 | /* place doors in all the 8 adjacent unblocked squares. */ |
684 | /* place doors in all the 8 adjacent unblocked squares. */ |
718 | for (i = 1; i < 9; i++) |
685 | for (i = 1; i < 9; i++) |
719 | { |
686 | { |
720 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
687 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
721 | |
688 | |
722 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
689 | if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
723 | { /* place a door */ |
690 | { /* place a door */ |
724 | remove_monsters (x1, y1, map); |
691 | remove_monsters (x1, y1, map); |
725 | |
692 | |
726 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
693 | object *new_door = archetype::get (freearr_x[i] == 0 ? doors[1] : doors[0]); |
727 | map->insert (new_door, x1, y1); |
694 | map->insert (new_door, x1, y1); |
728 | doorlist[ndoors_made] = new_door; |
695 | doorlist[ndoors_made] = new_door; |
729 | ndoors_made++; |
696 | ndoors_made++; |
730 | } |
697 | } |
731 | } |
698 | } |
… | |
… | |
744 | return NULL; |
711 | return NULL; |
745 | } |
712 | } |
746 | |
713 | |
747 | /* the workhorse routine, which finds the doors in a room */ |
714 | /* the workhorse routine, which finds the doors in a room */ |
748 | static void |
715 | static void |
749 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
716 | find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) |
750 | { |
717 | { |
751 | int i, j; |
718 | int i, j; |
752 | object *door; |
719 | object *door; |
753 | |
720 | |
754 | /* bounds check x and y */ |
721 | /* bounds check x and y */ |
755 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
722 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
756 | return; |
723 | return; |
757 | |
724 | |
758 | /* if the square is blocked or searched already, leave */ |
725 | /* if the square is blocked or searched already, leave */ |
759 | if (layout[x][y] == 1) |
726 | if (maze[x][y] == 1) |
760 | return; |
727 | return; |
761 | |
728 | |
762 | /* check off this point */ |
729 | /* check off this point */ |
763 | if (layout[x][y] == '#') |
730 | if (maze[x][y] == '#') |
764 | { /* there could be a door here */ |
731 | { /* there could be a door here */ |
765 | layout[x][y] = 1; |
732 | maze[x][y] = 1; |
766 | door = door_in_square (map, x, y); |
733 | door = door_in_square (map, x, y); |
767 | if (door) |
734 | if (door) |
768 | { |
735 | { |
769 | doorlist[*ndoors] = door; |
736 | doorlist[*ndoors] = door; |
770 | |
737 | |
… | |
… | |
777 | *ndoors = *ndoors + 1; |
744 | *ndoors = *ndoors + 1; |
778 | } |
745 | } |
779 | } |
746 | } |
780 | else |
747 | else |
781 | { |
748 | { |
782 | layout[x][y] = 1; |
749 | maze[x][y] = 1; |
783 | |
750 | |
784 | /* now search all the 8 squares around recursively for free spots,in random order */ |
751 | /* now search all the 8 squares around recursively for free spots,in random order */ |
785 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
752 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
786 | find_doors_in_room_recursive (layout, map, |
753 | find_doors_in_room_recursive (maze, map, |
787 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
754 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
788 | doorlist, ndoors, RP); |
755 | doorlist, ndoors); |
789 | } |
756 | } |
790 | } |
757 | } |
791 | |
758 | |
792 | /* find a random non-blocked spot in this room to drop a key. */ |
759 | /* find a random non-blocked spot in this room to drop a key. */ |
793 | static object ** |
760 | static object ** |
794 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
761 | find_doors_in_room (maptile *map, int x, int y) |
795 | { |
762 | { |
796 | int i, j; |
763 | int i, j; |
797 | int ndoors = 0; |
764 | int ndoors = 0; |
798 | |
765 | |
799 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
766 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
800 | |
767 | |
801 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
768 | layout layout2 (map->width, map->height); |
802 | layout2.clear (); |
769 | layout2.clear (); |
803 | |
770 | |
804 | /* allocate and copy the layout, converting C to 0. */ |
771 | /* allocate and copy the maze, converting C to 0. */ |
805 | for (i = 0; i < RP->Xsize; i++) |
772 | for (i = 0; i < map->width; i++) |
806 | for (j = 0; j < RP->Ysize; j++) |
773 | for (j = 0; j < map->height; j++) |
807 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
774 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
808 | |
775 | |
809 | /* setup num_free_spots and room_free_spots */ |
776 | /* setup num_free_spots and room_free_spots */ |
810 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
777 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); |
811 | |
778 | |
812 | return doorlist; |
779 | return doorlist; |
813 | } |
780 | } |
814 | |
781 | |
815 | /* locks and/or hides all the doors in doorlist, or does nothing if |
782 | /* locks and/or hides all the doors in doorlist, or does nothing if |
… | |
… | |
824 | |
791 | |
825 | if (opts & DOORED) |
792 | if (opts & DOORED) |
826 | { |
793 | { |
827 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
794 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
828 | { |
795 | { |
829 | object *new_door = get_archetype (shstr_locked_door1); |
796 | object *new_door = archetype::get (shstr_locked_door1); |
830 | |
797 | |
831 | door = doorlist[i]; |
798 | door = doorlist[i]; |
832 | new_door->face = door->face; |
799 | new_door->face = door->face; |
833 | new_door->x = door->x; |
800 | new_door->x = door->x; |
834 | new_door->y = door->y; |
801 | new_door->y = door->y; |
835 | door->destroy (); |
802 | door->destroy (); |
836 | doorlist[i] = new_door; |
803 | doorlist[i] = new_door; |
837 | insert_ob_in_map (new_door, map, NULL, 0); |
804 | insert_ob_in_map (new_door, map, NULL, 0); |
838 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
805 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
839 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
806 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); |
840 | } |
807 | } |
841 | } |
808 | } |
842 | |
809 | |
843 | /* change the faces of the doors and surrounding walls to hide them. */ |
810 | /* change the faces of the doors and surrounding walls to hide them. */ |
844 | if (opts & HIDDEN) |
811 | if (opts & HIDDEN) |