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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* placing treasure in maps, where appropriate. */ |
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|
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#include <global.h> |
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#include <rmg.h> |
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#include <rproto.h> |
31 |
|
32 |
/* some defines for various options which can be set. */ |
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|
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#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
35 |
#define HIDDEN 2 /* doors to treasure are hidden. */ |
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#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
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#define DOORED 8 /* treasure has doors around it. */ |
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#define TRAPPED 16 /* trap dropped in same location as chest. */ |
39 |
#define SPARSE 32 /* 1/2 as much treasure as default */ |
40 |
#define RICH 64 /* 2x as much treasure as default */ |
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#define FILLED 128 /* Fill/tile the entire map with treasure */ |
42 |
#define LAST_OPTION 64 /* set this to the last real option, for random */ |
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|
44 |
#define NO_PASS_DOORS 0 |
45 |
#define PASS_DOORS 1 |
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|
47 |
static object *find_closest_monster (maptile *map, int x, int y); |
48 |
static object *find_monster_in_room (maptile *map, int x, int y); |
49 |
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); |
51 |
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); |
53 |
static void find_enclosed_spot (maptile *map, int *cx, int *cy); |
54 |
static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); |
55 |
|
56 |
/* a macro to get a strongly centered random distribution, |
57 |
from 0 to x, centered at x/2 */ |
58 |
static int |
59 |
bc_random (int x) |
60 |
{ |
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return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
62 |
} |
63 |
|
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static object * |
65 |
gen_key (const shstr &keycode) |
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{ |
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/* get a key and set its keycode */ |
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object *key = archetype::get (shstr_key_random_map); |
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key->slaying = keycode; |
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return key; |
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} |
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|
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/* places keys in the map, preferably in something alive. |
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keycode is the key's code, |
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door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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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. |
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|
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The idea is that you call keyplace on x,y where a door is, and it'll make |
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sure a key is placed on both sides of the door. |
82 |
*/ |
83 |
static int |
84 |
keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) |
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{ |
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int i, j; |
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int kx = 0, ky = 0; |
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object *the_keymaster; /* the monster that gets the key. */ |
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object *the_key = gen_key (keycode); |
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|
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if (door_flag == PASS_DOORS) |
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{ |
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int tries = 0; |
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|
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the_keymaster = 0; |
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while (tries < 15 && !the_keymaster) |
97 |
{ |
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i = rmg_rndm (map->width - 2) + 1; |
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j = rmg_rndm (map->height - 2) + 1; |
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tries++; |
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the_keymaster = find_closest_monster (map, i, j); |
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} |
103 |
|
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/* if we don't find a good keymaster, drop the key on the ground. */ |
105 |
if (!the_keymaster) |
106 |
{ |
107 |
int freeindex; |
108 |
|
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freeindex = -1; |
110 |
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
111 |
{ |
112 |
kx = rmg_rndm (map->width - 2) + 1; |
113 |
ky = rmg_rndm (map->height - 2) + 1; |
114 |
freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
115 |
} |
116 |
|
117 |
// can freeindex ever be < 0? |
118 |
if (freeindex >= 0) |
119 |
{ |
120 |
kx += DIRX (freeindex); |
121 |
ky += DIRY (freeindex); |
122 |
} |
123 |
} |
124 |
} |
125 |
else |
126 |
{ /* NO_PASS_DOORS --we have to work harder. */ |
127 |
/* don't try to keyplace if we're sitting on a blocked square and |
128 |
NO_PASS_DOORS is set. */ |
129 |
if (n_keys == 1) |
130 |
{ |
131 |
if (wall_blocked (map, x, y)) |
132 |
{ |
133 |
the_key->destroy (); |
134 |
return 0; |
135 |
} |
136 |
|
137 |
the_keymaster = find_monster_in_room (map, x, y); |
138 |
if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
139 |
find_spot_in_room (map, x, y, &kx, &ky); |
140 |
} |
141 |
else |
142 |
{ |
143 |
int sum = 0; /* count how many keys we actually place */ |
144 |
|
145 |
/* I'm lazy, so just try to place in all 4 directions. */ |
146 |
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); |
147 |
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); |
148 |
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); |
149 |
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); |
150 |
|
151 |
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
152 |
{ /* diagonally this time. */ |
153 |
keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); |
154 |
keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); |
155 |
keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); |
156 |
keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); |
157 |
} |
158 |
|
159 |
the_key->destroy (); |
160 |
return 1; |
161 |
} |
162 |
} |
163 |
|
164 |
if (the_keymaster) |
165 |
the_keymaster->head_ ()->insert (the_key); |
166 |
else |
167 |
{ |
168 |
the_key->x = kx; |
169 |
the_key->y = ky; |
170 |
insert_ob_in_map (the_key, map, NULL, 0); |
171 |
} |
172 |
|
173 |
return 1; |
174 |
} |
175 |
|
176 |
/* returns true if square x,y has P_NO_PASS set, which is true for walls |
177 |
* and doors but not monsters. |
178 |
* This function is not map tile aware. |
179 |
*/ |
180 |
int |
181 |
wall_blocked (maptile *m, int x, int y) |
182 |
{ |
183 |
if (OUT_OF_REAL_MAP (m, x, y)) |
184 |
return 1; |
185 |
|
186 |
m->at (x, y).update (); |
187 |
return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
188 |
} |
189 |
|
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/* place treasures in the map, given the |
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map, (required) |
192 |
maze, (required) |
193 |
treasure style (may be empty or NULL, or "none" to cause no treasure.) |
194 |
treasureoptions (may be 0 for random choices or positive) |
195 |
*/ |
196 |
void |
197 |
place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) |
198 |
{ |
199 |
int num_treasures; |
200 |
|
201 |
/* bail out if treasure isn't wanted. */ |
202 |
if (treasure_style) |
203 |
if (!strcmp (treasure_style, "none")) |
204 |
return; |
205 |
|
206 |
if (treasureoptions <= 0) |
207 |
treasureoptions = rmg_rndm (2 * LAST_OPTION); |
208 |
|
209 |
/* filter out the mutually exclusive options */ |
210 |
if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
211 |
{ |
212 |
if (rmg_rndm (2)) |
213 |
treasureoptions -= 1; |
214 |
else |
215 |
treasureoptions -= 2; |
216 |
} |
217 |
|
218 |
/* pick the number of treasures */ |
219 |
if (treasureoptions & SPARSE) |
220 |
num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
221 |
else if (treasureoptions & RICH) |
222 |
num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
223 |
else |
224 |
num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
225 |
|
226 |
if (num_treasures <= 0) |
227 |
return; |
228 |
|
229 |
/* get the style map */ |
230 |
maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
231 |
|
232 |
if (!style_map) |
233 |
{ |
234 |
LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
235 |
return; |
236 |
} |
237 |
|
238 |
/* all the treasure at one spot in the map. */ |
239 |
if (treasureoptions & CONCENTRATED) |
240 |
{ |
241 |
/* map_layout_style global, and is previously set */ |
242 |
switch (RP->map_layout_style) |
243 |
{ |
244 |
case LAYOUT_ONION: |
245 |
case LAYOUT_SPIRAL: |
246 |
case LAYOUT_SQUARE_SPIRAL: |
247 |
{ |
248 |
int i, j; |
249 |
|
250 |
/* search the onion for C's or '>', and put treasure there. */ |
251 |
for (i = 0; i < RP->Xsize; i++) |
252 |
{ |
253 |
for (j = 0; j < RP->Ysize; j++) |
254 |
{ |
255 |
if (maze[i][j] == 'C' || maze[i][j] == '>') |
256 |
{ |
257 |
int tdiv = RP->symmetry_used; |
258 |
object *chest; |
259 |
|
260 |
if (tdiv == 3) |
261 |
tdiv = 2; /* this symmetry uses a divisor of 2 */ |
262 |
|
263 |
/* don't put a chest on an exit. */ |
264 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
265 |
|
266 |
if (!chest) |
267 |
continue; /* if no chest was placed NEXT */ |
268 |
|
269 |
if (treasureoptions & (DOORED | HIDDEN)) |
270 |
{ |
271 |
object **doorlist = find_doors_in_room (map, i, j); |
272 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
273 |
free (doorlist); |
274 |
} |
275 |
} |
276 |
} |
277 |
} |
278 |
break; |
279 |
} |
280 |
|
281 |
default: |
282 |
{ |
283 |
int i, j, tries; |
284 |
object *chest; |
285 |
object **doorlist; |
286 |
|
287 |
i = j = -1; |
288 |
tries = 0; |
289 |
while (i == -1 && tries < 100) |
290 |
{ |
291 |
i = rmg_rndm (RP->Xsize - 2) + 1; |
292 |
j = rmg_rndm (RP->Ysize - 2) + 1; |
293 |
|
294 |
find_enclosed_spot (map, &i, &j); |
295 |
|
296 |
if (wall_blocked (map, i, j)) |
297 |
i = -1; |
298 |
|
299 |
tries++; |
300 |
} |
301 |
|
302 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
303 |
|
304 |
if (!chest) |
305 |
return; |
306 |
|
307 |
i = chest->x; |
308 |
j = chest->y; |
309 |
if (treasureoptions & (DOORED | HIDDEN)) |
310 |
{ |
311 |
doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
312 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
313 |
free (doorlist); |
314 |
} |
315 |
} |
316 |
} |
317 |
} |
318 |
else |
319 |
{ /* DIFFUSE treasure maze */ |
320 |
int ti, i, j; |
321 |
|
322 |
for (ti = 0; ti < num_treasures; ti++) |
323 |
{ |
324 |
i = rmg_rndm (RP->Xsize - 2) + 1; |
325 |
j = rmg_rndm (RP->Ysize - 2) + 1; |
326 |
place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
327 |
} |
328 |
} |
329 |
} |
330 |
|
331 |
/* put a chest into the map, near x and y, with the treasure style |
332 |
determined (may be null, or may be a treasure list from lib/treasures, |
333 |
if the global variable "treasurestyle" is set to that treasure list's name */ |
334 |
static object * |
335 |
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
336 |
{ |
337 |
object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
338 |
|
339 |
/* first, find a place to put the chest. */ |
340 |
int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
341 |
if (i == -1) |
342 |
{ |
343 |
the_chest->destroy (); |
344 |
return NULL; |
345 |
} |
346 |
|
347 |
int xl = x + DIRX (i); |
348 |
int yl = y + DIRY (i); |
349 |
|
350 |
/* if the placement is blocked, return a fail. */ |
351 |
if (wall_blocked (map, xl, yl)) |
352 |
return 0; |
353 |
|
354 |
/* put the treasures in the chest. */ |
355 |
/* if(style_map) { */ |
356 |
#if 0 /* don't use treasure style maps for now! */ |
357 |
int ti; |
358 |
|
359 |
/* if treasurestyle lists a treasure list, use it. */ |
360 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
361 |
|
362 |
if (tlist != NULL) |
363 |
for (ti = 0; ti < n_treasures; ti++) |
364 |
{ /* use the treasure list */ |
365 |
object *new_treasure = style_map->pick_random_object (rmg_rndm); |
366 |
|
367 |
insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
368 |
} |
369 |
else |
370 |
{ /* use the style map */ |
371 |
the_chest->randomitems = tlist; |
372 |
the_chest->stats.hp = n_treasures; |
373 |
} |
374 |
#endif |
375 |
{ /* neither style_map no treasure list given */ |
376 |
treasurelist *tlist = treasurelist::find ("chest"); |
377 |
|
378 |
the_chest->randomitems = tlist; |
379 |
the_chest->stats.hp = n_treasures; |
380 |
} |
381 |
|
382 |
/* stick a trap in the chest if required */ |
383 |
if (treasureoptions & TRAPPED) |
384 |
{ |
385 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
386 |
|
387 |
if (trap_map) |
388 |
{ |
389 |
object *the_trap = trap_map->pick_random_object (rmg_rndm); |
390 |
|
391 |
the_trap->stats.Cha = 10 + RP->difficulty; |
392 |
the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
393 |
|
394 |
if (the_trap) |
395 |
{ |
396 |
object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
397 |
|
398 |
new_trap->x = x; |
399 |
new_trap->y = y; |
400 |
insert_ob_in_ob (new_trap, the_chest); |
401 |
} |
402 |
} |
403 |
} |
404 |
|
405 |
/* set the chest lock code, and call the keyplacer routine with |
406 |
the lockcode. It's not worth bothering to lock the chest if |
407 |
there's only 1 treasure.... */ |
408 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
409 |
{ |
410 |
the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
411 |
keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); |
412 |
} |
413 |
|
414 |
/* actually place the chest. */ |
415 |
the_chest->x = xl; |
416 |
the_chest->y = yl; |
417 |
insert_ob_in_map (the_chest, map, NULL, 0); |
418 |
return the_chest; |
419 |
} |
420 |
|
421 |
/* finds the closest monster and returns him, regardless of doors or walls */ |
422 |
static object * |
423 |
find_closest_monster (maptile *map, int x, int y) |
424 |
{ |
425 |
int i; |
426 |
|
427 |
for (i = 0; i < SIZEOFFREE; i++) |
428 |
{ |
429 |
int lx, ly; |
430 |
|
431 |
lx = x + DIRX (i); |
432 |
ly = y + DIRY (i); |
433 |
/* boundscheck */ |
434 |
if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) |
435 |
/* don't bother searching this square unless the map says life exists. */ |
436 |
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
437 |
{ |
438 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
439 |
|
440 |
for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) |
441 |
; |
442 |
|
443 |
if (the_monster && the_monster->flag [FLAG_MONSTER]) |
444 |
return the_monster; |
445 |
} |
446 |
} |
447 |
return NULL; |
448 |
} |
449 |
|
450 |
/* both find_monster_in_room routines need to have access to this. */ |
451 |
|
452 |
static object *theMonsterToFind; |
453 |
|
454 |
/* a recursive routine which will return a monster, eventually,if there is one. |
455 |
it does a check-off on the maze, converting 0's to 1's */ |
456 |
static object * |
457 |
find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) |
458 |
{ |
459 |
int i, j; |
460 |
|
461 |
/* if we've found a monster already, leave */ |
462 |
if (theMonsterToFind != NULL) |
463 |
return theMonsterToFind; |
464 |
|
465 |
/* bounds check x and y */ |
466 |
if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
467 |
return theMonsterToFind; |
468 |
|
469 |
/* if the square is blocked or searched already, leave */ |
470 |
if (maze[x][y] != 0) |
471 |
return theMonsterToFind; /* might be NULL, that's fine. */ |
472 |
|
473 |
/* check the current square for a monster. If there is one, |
474 |
set theMonsterToFind and return it. */ |
475 |
maze[x][y] = 1; |
476 |
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
477 |
{ |
478 |
object *the_monster = GET_MAP_OB (map, x, y); |
479 |
|
480 |
/* check off this point */ |
481 |
for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
482 |
if (the_monster && the_monster->flag [FLAG_ALIVE]) |
483 |
{ |
484 |
theMonsterToFind = the_monster; |
485 |
return theMonsterToFind; |
486 |
} |
487 |
} |
488 |
|
489 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
490 |
for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
491 |
{ |
492 |
theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); |
493 |
if (theMonsterToFind) |
494 |
return theMonsterToFind; |
495 |
} |
496 |
|
497 |
return theMonsterToFind; |
498 |
} |
499 |
|
500 |
/* sets up some data structures: the _recursive form does the |
501 |
real work. */ |
502 |
static object * |
503 |
find_monster_in_room (maptile *map, int x, int y) |
504 |
{ |
505 |
layout layout2 (map->width, map->height); |
506 |
|
507 |
// find walls |
508 |
for (int i = 0; i < layout2.w; i++) |
509 |
for (int j = 0; j < layout2.h; j++) |
510 |
layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
511 |
|
512 |
theMonsterToFind = 0; |
513 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); |
514 |
|
515 |
return theMonsterToFind; |
516 |
} |
517 |
|
518 |
/* the workhorse routine, which finds the free spots in a room: |
519 |
a datastructure of free points is set up, and a position chosen from |
520 |
that datastructure. */ |
521 |
static void |
522 |
find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y) |
523 |
{ |
524 |
/* bounds check x and y */ |
525 |
if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
526 |
return; |
527 |
|
528 |
/* if the square is blocked or searched already, leave */ |
529 |
if (maze[x][y] != 0) |
530 |
return; |
531 |
|
532 |
/* set the current square as checked, and add it to the list. |
533 |
set theMonsterToFind and return it. */ |
534 |
/* check off this point */ |
535 |
maze[x][y] = 1; |
536 |
spots.push (point (x, y)); |
537 |
|
538 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
539 |
for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
540 |
find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); |
541 |
|
542 |
} |
543 |
|
544 |
/* find a random non-blocked spot in this room to drop a key. */ |
545 |
static void |
546 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) |
547 |
{ |
548 |
fixed_stack<point> spots (map->width * map->height); |
549 |
|
550 |
layout layout2 (map->width, map->height); |
551 |
|
552 |
/* allocate and copy the maze, converting C to 0. */ |
553 |
for (int i = 0; i < map->width; i++) |
554 |
for (int j = 0; j < map->height; j++) |
555 |
layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; |
556 |
|
557 |
/* setup num_free_spots and room_free_spots */ |
558 |
find_spot_in_room_recursive (layout2, spots, x, y); |
559 |
|
560 |
if (spots.size) |
561 |
{ |
562 |
point p = spots [rmg_rndm (spots.size)]; |
563 |
|
564 |
*kx = p.x; |
565 |
*ky = p.y; |
566 |
} |
567 |
} |
568 |
|
569 |
/* searches the map for a spot with walls around it. The more |
570 |
walls the better, but it'll settle for 1 wall, or even 0, but |
571 |
it'll return 0 if no FREE spots are found.*/ |
572 |
static void |
573 |
find_enclosed_spot (maptile *map, int *cx, int *cy) |
574 |
{ |
575 |
int x, y; |
576 |
int i; |
577 |
|
578 |
x = *cx; |
579 |
y = *cy; |
580 |
|
581 |
for (i = 0; i <= SIZEOFFREE1; i++) |
582 |
{ |
583 |
int lx, ly, sindex; |
584 |
|
585 |
lx = x + DIRX (i); |
586 |
ly = y + DIRY (i); |
587 |
sindex = surround_flag3 (map, lx, ly); |
588 |
/* if it's blocked on 3 sides, it's enclosed */ |
589 |
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
590 |
{ |
591 |
*cx = lx; |
592 |
*cy = ly; |
593 |
return; |
594 |
} |
595 |
} |
596 |
|
597 |
/* OK, if we got here, we're obviously someplace where there's no enclosed |
598 |
spots--try to find someplace which is 2x enclosed. */ |
599 |
for (i = 0; i <= SIZEOFFREE1; i++) |
600 |
{ |
601 |
int lx, ly, sindex; |
602 |
|
603 |
lx = x + DIRX (i); |
604 |
ly = y + DIRY (i); |
605 |
sindex = surround_flag3 (map, lx, ly); |
606 |
/* if it's blocked on 3 sides, it's enclosed */ |
607 |
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
608 |
{ |
609 |
*cx = lx; |
610 |
*cy = ly; |
611 |
return; |
612 |
} |
613 |
} |
614 |
|
615 |
/* settle for one surround point */ |
616 |
for (i = 0; i <= SIZEOFFREE1; i++) |
617 |
{ |
618 |
int lx, ly, sindex; |
619 |
|
620 |
lx = x + DIRX (i); |
621 |
ly = y + DIRY (i); |
622 |
sindex = surround_flag3 (map, lx, ly); |
623 |
/* if it's blocked on 3 sides, it's enclosed */ |
624 |
if (sindex) |
625 |
{ |
626 |
*cx = lx; |
627 |
*cy = ly; |
628 |
return; |
629 |
} |
630 |
} |
631 |
/* give up and return the closest free spot. */ |
632 |
i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
633 |
|
634 |
if (i != -1) |
635 |
{ |
636 |
*cx = x + DIRX (i); |
637 |
*cy = y + DIRY (i); |
638 |
} |
639 |
else |
640 |
{ |
641 |
/* indicate failure */ |
642 |
*cx = -1; |
643 |
*cy = -1; |
644 |
} |
645 |
} |
646 |
|
647 |
static void |
648 |
remove_monsters (int x, int y, maptile *map) |
649 |
{ |
650 |
for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
651 |
{ |
652 |
object *next = tmp->above; |
653 |
|
654 |
if (tmp->flag [FLAG_ALIVE]) |
655 |
tmp->head_ ()->destroy (); |
656 |
|
657 |
tmp = next; |
658 |
} |
659 |
} |
660 |
|
661 |
/* surrounds the point x,y by doors, so as to enclose something, like |
662 |
a chest. It only goes as far as the 8 squares surrounding, and |
663 |
it'll remove any monsters it finds.*/ |
664 |
static object ** |
665 |
surround_by_doors (maptile *map, char **maze, int x, int y, int opts) |
666 |
{ |
667 |
int i; |
668 |
const char *doors[2]; |
669 |
object **doorlist; |
670 |
int ndoors_made = 0; |
671 |
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
672 |
|
673 |
/* this is a list we pick from, for horizontal and vertical doors */ |
674 |
if (opts & DOORED) |
675 |
{ |
676 |
doors[0] = "locked_door2"; |
677 |
doors[1] = "locked_door1"; |
678 |
} |
679 |
else |
680 |
{ |
681 |
doors[0] = "door_1"; |
682 |
doors[1] = "door_2"; |
683 |
} |
684 |
|
685 |
/* place doors in all the 8 adjacent unblocked squares. */ |
686 |
for (i = 1; i < 9; i++) |
687 |
{ |
688 |
int x1 = x + DIRX (i), y1 = y + DIRY (i); |
689 |
|
690 |
if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
691 |
{ /* place a door */ |
692 |
remove_monsters (x1, y1, map); |
693 |
|
694 |
object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]); |
695 |
map->insert (new_door, x1, y1); |
696 |
doorlist[ndoors_made] = new_door; |
697 |
ndoors_made++; |
698 |
} |
699 |
} |
700 |
|
701 |
return doorlist; |
702 |
} |
703 |
|
704 |
/* returns the first door in this square, or NULL if there isn't a door. */ |
705 |
static object * |
706 |
door_in_square (maptile *map, int x, int y) |
707 |
{ |
708 |
for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
709 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
710 |
return tmp; |
711 |
|
712 |
return NULL; |
713 |
} |
714 |
|
715 |
/* the workhorse routine, which finds the doors in a room */ |
716 |
static void |
717 |
find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) |
718 |
{ |
719 |
int i, j; |
720 |
object *door; |
721 |
|
722 |
/* bounds check x and y */ |
723 |
if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
724 |
return; |
725 |
|
726 |
/* if the square is blocked or searched already, leave */ |
727 |
if (maze[x][y] == 1) |
728 |
return; |
729 |
|
730 |
/* check off this point */ |
731 |
if (maze[x][y] == '#') |
732 |
{ /* there could be a door here */ |
733 |
maze[x][y] = 1; |
734 |
door = door_in_square (map, x, y); |
735 |
if (door) |
736 |
{ |
737 |
doorlist[*ndoors] = door; |
738 |
|
739 |
if (*ndoors > 1022) /* eek! out of memory */ |
740 |
{ |
741 |
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
742 |
return; |
743 |
} |
744 |
|
745 |
*ndoors = *ndoors + 1; |
746 |
} |
747 |
} |
748 |
else |
749 |
{ |
750 |
maze[x][y] = 1; |
751 |
|
752 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
753 |
for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
754 |
find_doors_in_room_recursive (maze, map, |
755 |
x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1), |
756 |
doorlist, ndoors); |
757 |
} |
758 |
} |
759 |
|
760 |
/* find a random non-blocked spot in this room to drop a key. */ |
761 |
static object ** |
762 |
find_doors_in_room (maptile *map, int x, int y) |
763 |
{ |
764 |
int i, j; |
765 |
int ndoors = 0; |
766 |
|
767 |
object **doorlist = (object **)calloc (sizeof (int), 1024); |
768 |
|
769 |
layout layout2 (map->width, map->height); |
770 |
layout2.clear (); |
771 |
|
772 |
/* allocate and copy the maze, converting C to 0. */ |
773 |
for (i = 0; i < map->width; i++) |
774 |
for (j = 0; j < map->height; j++) |
775 |
layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
776 |
|
777 |
/* setup num_free_spots and room_free_spots */ |
778 |
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); |
779 |
|
780 |
return doorlist; |
781 |
} |
782 |
|
783 |
/* locks and/or hides all the doors in doorlist, or does nothing if |
784 |
opts doesn't say to lock/hide doors. */ |
785 |
static void |
786 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
787 |
{ |
788 |
object *door; |
789 |
int i; |
790 |
|
791 |
/* lock the doors and hide the keys. */ |
792 |
|
793 |
if (opts & DOORED) |
794 |
{ |
795 |
for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
796 |
{ |
797 |
object *new_door = archetype::get (shstr_locked_door1); |
798 |
|
799 |
door = doorlist[i]; |
800 |
new_door->face = door->face; |
801 |
new_door->x = door->x; |
802 |
new_door->y = door->y; |
803 |
door->destroy (); |
804 |
doorlist[i] = new_door; |
805 |
insert_ob_in_map (new_door, map, NULL, 0); |
806 |
new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
807 |
keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); |
808 |
} |
809 |
} |
810 |
|
811 |
/* change the faces of the doors and surrounding walls to hide them. */ |
812 |
if (opts & HIDDEN) |
813 |
{ |
814 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
815 |
{ |
816 |
object *wallface; |
817 |
|
818 |
door = doorlist[i]; |
819 |
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
820 |
if (wallface != NULL) |
821 |
{ |
822 |
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
823 |
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
824 |
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
825 |
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
826 |
|
827 |
door->face = wallface->face; |
828 |
|
829 |
wallface->destroy (); |
830 |
} |
831 |
} |
832 |
} |
833 |
} |