1 | /* |
|
|
2 | * static char *rcsid_treasure_c = |
|
|
3 | * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; |
|
|
4 | */ |
|
|
5 | |
|
|
6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
21 | |
16 | |
22 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
27 | */ |
22 | */ |
28 | |
23 | |
29 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
30 | |
25 | |
31 | |
26 | |
… | |
… | |
34 | #include <random_map.h> |
29 | #include <random_map.h> |
35 | #include <rproto.h> |
30 | #include <rproto.h> |
36 | |
31 | |
37 | /* some defines for various options which can be set. */ |
32 | /* some defines for various options which can be set. */ |
38 | |
33 | |
39 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
34 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
40 | #define HIDDEN 2 /* doors to treasure are hidden. */ |
35 | #define HIDDEN 2 /* doors to treasure are hidden. */ |
41 | #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
36 | #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
42 | #define DOORED 8 /* treasure has doors around it. */ |
37 | #define DOORED 8 /* treasure has doors around it. */ |
43 | #define TRAPPED 16 /* trap dropped in same location as chest. */ |
38 | #define TRAPPED 16 /* trap dropped in same location as chest. */ |
44 | #define SPARSE 32 /* 1/2 as much treasure as default */ |
39 | #define SPARSE 32 /* 1/2 as much treasure as default */ |
45 | #define RICH 64 /* 2x as much treasure as default */ |
40 | #define RICH 64 /* 2x as much treasure as default */ |
46 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
41 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
47 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
48 | |
43 | |
49 | #define NO_PASS_DOORS 0 |
44 | #define NO_PASS_DOORS 0 |
50 | #define PASS_DOORS 1 |
45 | #define PASS_DOORS 1 |
51 | |
46 | |
52 | |
47 | |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
48 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | * and doors but not monsters. |
49 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
50 | * This function is not map tile aware. |
56 | */ |
51 | */ |
57 | |
52 | |
|
|
53 | int |
58 | int wall_blocked(mapstruct *m, int x, int y) { |
54 | wall_blocked (mapstruct *m, int x, int y) |
|
|
55 | { |
59 | int r; |
56 | int r; |
60 | |
57 | |
61 | if(OUT_OF_REAL_MAP(m,x,y)) |
58 | if (OUT_OF_REAL_MAP (m, x, y)) |
62 | return 1; |
59 | return 1; |
63 | r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; |
60 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return r; |
61 | return r; |
65 | } |
62 | } |
66 | |
63 | |
67 | /* place treasures in the map, given the |
64 | /* place treasures in the map, given the |
68 | map, (required) |
65 | map, (required) |
69 | layout, (required) |
66 | layout, (required) |
70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
67 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
71 | treasureoptions (may be 0 for random choices or positive) |
68 | treasureoptions (may be 0 for random choices or positive) |
72 | */ |
69 | */ |
73 | |
70 | |
|
|
71 | void |
74 | void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { |
72 | place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
|
|
73 | { |
75 | char styledirname[256]; |
74 | char styledirname[256]; |
76 | char stylefilepath[256]; |
75 | char stylefilepath[256]; |
77 | mapstruct *style_map=0; |
76 | mapstruct *style_map = 0; |
78 | int num_treasures; |
77 | int num_treasures; |
79 | |
78 | |
80 | /* bail out if treasure isn't wanted. */ |
79 | /* bail out if treasure isn't wanted. */ |
81 | if(treasure_style) if(!strcmp(treasure_style,"none")) return; |
80 | if (treasure_style) |
|
|
81 | if (!strcmp (treasure_style, "none")) |
|
|
82 | return; |
|
|
83 | if (treasureoptions <= 0) |
82 | if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); |
84 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
83 | |
85 | |
84 | /* filter out the mutually exclusive options */ |
86 | /* filter out the mutually exclusive options */ |
85 | if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { |
87 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
86 | if(RANDOM()%2) treasureoptions -=1; |
88 | { |
|
|
89 | if (RANDOM () % 2) |
|
|
90 | treasureoptions -= 1; |
|
|
91 | else |
87 | else treasureoptions-=2;} |
92 | treasureoptions -= 2; |
|
|
93 | } |
88 | |
94 | |
89 | /* pick the number of treasures */ |
95 | /* pick the number of treasures */ |
90 | if(treasureoptions & SPARSE) |
96 | if (treasureoptions & SPARSE) |
91 | num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); |
97 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
92 | else if(treasureoptions & RICH) |
98 | else if (treasureoptions & RICH) |
93 | num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); |
99 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
|
|
100 | else |
94 | else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); |
101 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
95 | |
102 | |
96 | if(num_treasures <= 0 ) return; |
103 | if (num_treasures <= 0) |
|
|
104 | return; |
97 | |
105 | |
98 | /* get the style map */ |
106 | /* get the style map */ |
99 | sprintf(styledirname,"%s","/styles/treasurestyles"); |
107 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
100 | sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); |
108 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
101 | style_map = find_style(styledirname,treasure_style,-1); |
109 | style_map = find_style (styledirname, treasure_style, -1); |
102 | |
110 | |
103 | /* all the treasure at one spot in the map. */ |
111 | /* all the treasure at one spot in the map. */ |
104 | if(treasureoptions & CONCENTRATED) { |
112 | if (treasureoptions & CONCENTRATED) |
|
|
113 | { |
105 | |
114 | |
106 | /* map_layout_style global, and is previously set */ |
115 | /* map_layout_style global, and is previously set */ |
107 | switch(RP->map_layout_style) { |
116 | switch (RP->map_layout_style) |
|
|
117 | { |
108 | case ONION_LAYOUT: |
118 | case ONION_LAYOUT: |
109 | case SPIRAL_LAYOUT: |
119 | case SPIRAL_LAYOUT: |
110 | case SQUARE_SPIRAL_LAYOUT: |
120 | case SQUARE_SPIRAL_LAYOUT: |
111 | { |
121 | { |
112 | int i,j; |
122 | int i, j; |
|
|
123 | |
113 | /* search the onion for C's or '>', and put treasure there. */ |
124 | /* search the onion for C's or '>', and put treasure there. */ |
114 | for(i=0;i<RP->Xsize;i++) { |
125 | for (i = 0; i < RP->Xsize; i++) |
|
|
126 | { |
115 | for(j=0;j<RP->Ysize;j++) { |
127 | for (j = 0; j < RP->Ysize; j++) |
|
|
128 | { |
116 | if(layout[i][j]=='C' || layout[i][j]=='>') { |
129 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
|
|
130 | { |
117 | int tdiv = RP->symmetry_used; |
131 | int tdiv = RP->symmetry_used; |
118 | object **doorlist; |
132 | object **doorlist; |
119 | object *chest; |
133 | object *chest; |
|
|
134 | |
|
|
135 | if (tdiv == 3) |
120 | if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ |
136 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
121 | /* don't put a chest on an exit. */ |
137 | /* don't put a chest on an exit. */ |
122 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); |
138 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
139 | if (!chest) |
123 | if(!chest) continue; /* if no chest was placed NEXT */ |
140 | continue; /* if no chest was placed NEXT */ |
124 | if(treasureoptions & (DOORED|HIDDEN)) { |
141 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
142 | { |
125 | doorlist=find_doors_in_room(map,i,j,RP); |
143 | doorlist = find_doors_in_room (map, i, j, RP); |
126 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
144 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
127 | free(doorlist); |
145 | free (doorlist); |
|
|
146 | } |
|
|
147 | } |
|
|
148 | } |
|
|
149 | } |
|
|
150 | break; |
128 | } |
151 | } |
|
|
152 | default: |
|
|
153 | { |
|
|
154 | int i, j, tries; |
|
|
155 | object *chest; |
|
|
156 | object **doorlist; |
|
|
157 | |
|
|
158 | i = j = -1; |
|
|
159 | tries = 0; |
|
|
160 | while (i == -1 && tries < 100) |
|
|
161 | { |
|
|
162 | i = RANDOM () % (RP->Xsize - 2) + 1; |
|
|
163 | j = RANDOM () % (RP->Ysize - 2) + 1; |
|
|
164 | find_enclosed_spot (map, &i, &j, RP); |
|
|
165 | if (wall_blocked (map, i, j)) |
|
|
166 | i = -1; |
|
|
167 | tries++; |
|
|
168 | } |
|
|
169 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
170 | if (!chest) |
|
|
171 | return; |
|
|
172 | i = chest->x; |
|
|
173 | j = chest->y; |
|
|
174 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
175 | { |
|
|
176 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
|
|
177 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
|
|
178 | free (doorlist); |
|
|
179 | } |
129 | } |
180 | } |
130 | } |
181 | } |
|
|
182 | } |
|
|
183 | else |
|
|
184 | { /* DIFFUSE treasure layout */ |
|
|
185 | int ti, i, j; |
|
|
186 | |
|
|
187 | for (ti = 0; ti < num_treasures; ti++) |
131 | } |
188 | { |
132 | break; |
|
|
133 | } |
|
|
134 | default: |
|
|
135 | { |
|
|
136 | int i,j,tries; |
|
|
137 | object *chest; |
|
|
138 | object **doorlist; |
|
|
139 | i=j=-1;tries=0; |
|
|
140 | while(i==-1&&tries<100) { |
|
|
141 | i = RANDOM()%(RP->Xsize-2)+1; |
189 | i = RANDOM () % (RP->Xsize - 2) + 1; |
142 | j = RANDOM()%(RP->Ysize-2)+1; |
190 | j = RANDOM () % (RP->Ysize - 2) + 1; |
143 | find_enclosed_spot(map,&i,&j,RP); |
|
|
144 | if(wall_blocked(map,i,j)) i=-1; |
|
|
145 | tries++; |
|
|
146 | } |
|
|
147 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP); |
|
|
148 | if(!chest) return; |
|
|
149 | i = chest->x; j = chest->y; |
|
|
150 | if(treasureoptions & (DOORED|HIDDEN)) { |
|
|
151 | doorlist=surround_by_doors(map,layout,i,j,treasureoptions); |
|
|
152 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
|
|
153 | free(doorlist); |
|
|
154 | } |
|
|
155 | } |
|
|
156 | } |
|
|
157 | } |
|
|
158 | else { /* DIFFUSE treasure layout */ |
|
|
159 | int ti,i,j; |
|
|
160 | for(ti=0;ti<num_treasures;ti++) { |
|
|
161 | i = RANDOM()%(RP->Xsize-2)+1; |
|
|
162 | j = RANDOM()%(RP->Ysize-2)+1; |
|
|
163 | place_chest(treasureoptions,i,j,map,style_map,1,RP); |
191 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
164 | } |
192 | } |
165 | } |
193 | } |
166 | } |
194 | } |
167 | |
195 | |
168 | |
196 | |
169 | |
197 | |
170 | /* put a chest into the map, near x and y, with the treasure style |
198 | /* put a chest into the map, near x and y, with the treasure style |
171 | determined (may be null, or may be a treasure list from lib/treasures, |
199 | determined (may be null, or may be a treasure list from lib/treasures, |
172 | if the global variable "treasurestyle" is set to that treasure list's name */ |
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
173 | |
201 | |
|
|
202 | object * |
174 | object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { |
203 | place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) |
|
|
204 | { |
175 | object *the_chest; |
205 | object *the_chest; |
176 | int i,xl,yl; |
206 | int i, xl, yl; |
177 | |
207 | |
178 | the_chest = get_archetype("chest"); /* was "chest_2" */ |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
179 | |
209 | |
180 | /* first, find a place to put the chest. */ |
210 | /* first, find a place to put the chest. */ |
181 | i = find_first_free_spot(the_chest,map,x,y); |
211 | i = find_first_free_spot (the_chest, map, x, y); |
182 | if (i == -1) { |
212 | if (i == -1) |
|
|
213 | { |
183 | free_object(the_chest); |
214 | free_object (the_chest); |
184 | return NULL; |
215 | return NULL; |
185 | } |
216 | } |
186 | xl = x + freearr_x[i]; yl = y + freearr_y[i]; |
217 | xl = x + freearr_x[i]; |
|
|
218 | yl = y + freearr_y[i]; |
187 | |
219 | |
188 | /* if the placement is blocked, return a fail. */ |
220 | /* if the placement is blocked, return a fail. */ |
189 | if(wall_blocked(map,xl,yl)) return 0; |
221 | if (wall_blocked (map, xl, yl)) |
190 | |
222 | return 0; |
191 | |
223 | |
|
|
224 | |
192 | /* put the treasures in the chest. */ |
225 | /* put the treasures in the chest. */ |
193 | /* if(style_map) { */ |
226 | /* if(style_map) { */ |
194 | #if 0 /* don't use treasure style maps for now! */ |
227 | #if 0 /* don't use treasure style maps for now! */ |
195 | int ti; |
228 | int ti; |
|
|
229 | |
196 | /* if treasurestyle lists a treasure list, use it. */ |
230 | /* if treasurestyle lists a treasure list, use it. */ |
197 | treasurelist *tlist=find_treasurelist(RP->treasurestyle); |
231 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
|
|
232 | |
198 | if(tlist!=NULL) |
233 | if (tlist != NULL) |
199 | for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ |
234 | for (ti = 0; ti < n_treasures; ti++) |
|
|
235 | { /* use the treasure list */ |
200 | object *new_treasure=pick_random_object(style_map); |
236 | object *new_treasure = pick_random_object (style_map); |
|
|
237 | |
201 | insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); |
238 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
202 | } |
239 | } |
203 | else { /* use the style map */ |
240 | else |
|
|
241 | { /* use the style map */ |
|
|
242 | the_chest->randomitems = tlist; |
|
|
243 | the_chest->stats.hp = n_treasures; |
|
|
244 | } |
|
|
245 | #endif |
|
|
246 | else |
|
|
247 | { /* neither style_map no treasure list given */ |
|
|
248 | treasurelist *tlist = find_treasurelist ("chest"); |
|
|
249 | |
204 | the_chest->randomitems=tlist; |
250 | the_chest->randomitems = tlist; |
205 | the_chest->stats.hp = n_treasures; |
251 | the_chest->stats.hp = n_treasures; |
206 | } |
252 | } |
207 | #endif |
|
|
208 | else { /* neither style_map no treasure list given */ |
|
|
209 | treasurelist *tlist=find_treasurelist("chest"); |
|
|
210 | the_chest->randomitems=tlist; |
|
|
211 | the_chest->stats.hp = n_treasures; |
|
|
212 | } |
|
|
213 | |
253 | |
214 | /* stick a trap in the chest if required */ |
254 | /* stick a trap in the chest if required */ |
215 | if(treasureoptions & TRAPPED) { |
255 | if (treasureoptions & TRAPPED) |
|
|
256 | { |
216 | mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); |
257 | mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
217 | object *the_trap; |
258 | object *the_trap; |
|
|
259 | |
218 | if(trap_map) { |
260 | if (trap_map) |
|
|
261 | { |
219 | the_trap= pick_random_object(trap_map); |
262 | the_trap = pick_random_object (trap_map); |
220 | the_trap->stats.Cha = 10+RP->difficulty; |
263 | the_trap->stats.Cha = 10 + RP->difficulty; |
221 | the_trap->level = BC_RANDOM((3*RP->difficulty)/2); |
264 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
222 | if(the_trap) { |
265 | if (the_trap) |
|
|
266 | { |
223 | object *new_trap; |
267 | object *new_trap; |
|
|
268 | |
224 | new_trap = arch_to_object(the_trap->arch); |
269 | new_trap = arch_to_object (the_trap->arch); |
225 | copy_object(new_trap,the_trap); |
270 | copy_object (new_trap, the_trap); |
226 | new_trap->x = x; |
271 | new_trap->x = x; |
227 | new_trap->y = y; |
272 | new_trap->y = y; |
228 | insert_ob_in_ob(new_trap,the_chest); |
273 | insert_ob_in_ob (new_trap, the_chest); |
|
|
274 | } |
229 | } |
275 | } |
230 | } |
|
|
231 | } |
276 | } |
232 | |
277 | |
233 | /* set the chest lock code, and call the keyplacer routine with |
278 | /* set the chest lock code, and call the keyplacer routine with |
234 | the lockcode. It's not worth bothering to lock the chest if |
279 | the lockcode. It's not worth bothering to lock the chest if |
235 | there's only 1 treasure....*/ |
280 | there's only 1 treasure.... */ |
236 | |
281 | |
237 | if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { |
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
|
|
283 | { |
238 | char keybuf[256]; |
284 | char keybuf[256]; |
|
|
285 | |
239 | sprintf(keybuf,"%d",(int)RANDOM()); |
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
240 | the_chest->slaying = keybuf; |
287 | the_chest->slaying = keybuf; |
241 | keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); |
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
242 | } |
289 | } |
243 | |
290 | |
244 | /* actually place the chest. */ |
291 | /* actually place the chest. */ |
245 | the_chest->x = xl; the_chest->y = yl; |
292 | the_chest->x = xl; |
|
|
293 | the_chest->y = yl; |
246 | insert_ob_in_map(the_chest,map,NULL,0); |
294 | insert_ob_in_map (the_chest, map, NULL, 0); |
247 | return the_chest; |
295 | return the_chest; |
248 | } |
296 | } |
249 | |
297 | |
250 | |
298 | |
251 | /* finds the closest monster and returns him, regardless of doors |
299 | /* finds the closest monster and returns him, regardless of doors |
252 | or walls */ |
300 | or walls */ |
|
|
301 | object * |
253 | object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { |
302 | find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) |
|
|
303 | { |
254 | int i; |
304 | int i; |
|
|
305 | |
255 | for(i=0;i<SIZEOFFREE;i++) { |
306 | for (i = 0; i < SIZEOFFREE; i++) |
|
|
307 | { |
256 | int lx,ly; |
308 | int lx, ly; |
|
|
309 | |
257 | lx=x+freearr_x[i]; |
310 | lx = x + freearr_x[i]; |
258 | ly=y+freearr_y[i]; |
311 | ly = y + freearr_y[i]; |
259 | /* boundscheck */ |
312 | /* boundscheck */ |
260 | if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
313 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
261 | /* don't bother searching this square unless the map says life exists.*/ |
314 | /* don't bother searching this square unless the map says life exists. */ |
262 | if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { |
315 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
|
|
316 | { |
263 | object *the_monster=get_map_ob(map,lx,ly); |
317 | object *the_monster = get_map_ob (map, lx, ly); |
|
|
318 | |
264 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); |
319 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
265 | if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) |
320 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
266 | return the_monster; |
321 | return the_monster; |
|
|
322 | } |
267 | } |
323 | } |
268 | } |
|
|
269 | return NULL; |
324 | return NULL; |
270 | } |
325 | } |
271 | |
326 | |
272 | |
327 | |
273 | |
328 | |
274 | /* places keys in the map, preferably in something alive. |
329 | /* places keys in the map, preferably in something alive. |
275 | keycode is the key's code, |
330 | keycode is the key's code, |
276 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
331 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
… | |
… | |
279 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
334 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
280 | |
335 | |
281 | The idea is that you call keyplace on x,y where a door is, and it'll make |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
282 | sure a key is placed on both sides of the door. |
337 | sure a key is placed on both sides of the door. |
283 | */ |
338 | */ |
284 | |
339 | |
|
|
340 | int |
285 | int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { |
341 | keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
|
|
342 | { |
286 | int i,j; |
343 | int i, j; |
287 | int kx,ky; |
344 | int kx, ky; |
288 | object *the_keymaster; /* the monster that gets the key. */ |
345 | object *the_keymaster; /* the monster that gets the key. */ |
289 | object *the_key; |
346 | object *the_key; |
290 | |
347 | |
291 | /* get a key and set its keycode */ |
348 | /* get a key and set its keycode */ |
292 | the_key = get_archetype("key2"); |
349 | the_key = get_archetype ("key2"); |
293 | the_key->slaying = keycode; |
350 | the_key->slaying = keycode; |
294 | |
351 | |
295 | if(door_flag==PASS_DOORS) { |
352 | if (door_flag == PASS_DOORS) |
|
|
353 | { |
296 | int tries=0; |
354 | int tries = 0; |
|
|
355 | |
297 | the_keymaster=NULL; |
356 | the_keymaster = NULL; |
298 | while(tries<15&&the_keymaster==NULL) { |
357 | while (tries < 15 && the_keymaster == NULL) |
|
|
358 | { |
299 | i = (RANDOM()%(RP->Xsize-2))+1; |
359 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
300 | j = (RANDOM()%(RP->Ysize-2))+1; |
360 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
301 | tries++; |
361 | tries++; |
302 | the_keymaster=find_closest_monster(map,i,j,RP); |
362 | the_keymaster = find_closest_monster (map, i, j, RP); |
303 | } |
363 | } |
304 | /* if we don't find a good keymaster, drop the key on the ground. */ |
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
305 | if(the_keymaster==NULL) { |
365 | if (the_keymaster == NULL) |
|
|
366 | { |
306 | int freeindex; |
367 | int freeindex; |
307 | |
368 | |
308 | freeindex = -1; |
369 | freeindex = -1; |
309 | for(tries = 0; tries < 15 && freeindex == -1; tries++) { |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
371 | { |
310 | kx = (RANDOM()%(RP->Xsize-2))+1; |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
311 | ky = (RANDOM()%(RP->Ysize-2))+1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
312 | freeindex = find_first_free_spot(the_key,map,kx,ky); |
374 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
313 | } |
375 | } |
314 | if(freeindex != -1) { |
376 | if (freeindex != -1) |
|
|
377 | { |
315 | kx += freearr_x[freeindex]; |
378 | kx += freearr_x[freeindex]; |
316 | ky += freearr_y[freeindex]; |
379 | ky += freearr_y[freeindex]; |
|
|
380 | } |
317 | } |
381 | } |
318 | } |
|
|
319 | } |
382 | } |
|
|
383 | else |
320 | else { /* NO_PASS_DOORS --we have to work harder.*/ |
384 | { /* NO_PASS_DOORS --we have to work harder. */ |
321 | /* don't try to keyplace if we're sitting on a blocked square and |
385 | /* don't try to keyplace if we're sitting on a blocked square and |
322 | NO_PASS_DOORS is set. */ |
386 | NO_PASS_DOORS is set. */ |
323 | if(n_keys==1) { |
387 | if (n_keys == 1) |
|
|
388 | { |
324 | if(wall_blocked(map,x,y)) return 0; |
389 | if (wall_blocked (map, x, y)) |
|
|
390 | return 0; |
325 | the_keymaster=find_monster_in_room(map,x,y,RP); |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
326 | if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
327 | find_spot_in_room(map,x,y,&kx,&ky,RP); |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
328 | } |
394 | } |
329 | else { |
395 | else |
|
|
396 | { |
330 | int sum=0; /* count how many keys we actually place */ |
397 | int sum = 0; /* count how many keys we actually place */ |
|
|
398 | |
331 | /* I'm lazy, so just try to place in all 4 directions. */ |
399 | /* I'm lazy, so just try to place in all 4 directions. */ |
332 | sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP); |
400 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
333 | sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP); |
401 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
334 | sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); |
402 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
335 | sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); |
403 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
336 | if(sum < 2) /* we might have made a disconnected map-place more keys. */ |
404 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
337 | { /* diagnoally this time. */ |
405 | { /* diagnoally this time. */ |
338 | keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); |
406 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
339 | keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); |
407 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
340 | keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); |
408 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
341 | keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); |
409 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
342 | } |
410 | } |
|
|
411 | return 1; |
|
|
412 | } |
|
|
413 | } |
|
|
414 | |
|
|
415 | if (the_keymaster == NULL) |
|
|
416 | { |
|
|
417 | the_key->x = kx; |
|
|
418 | the_key->y = ky; |
|
|
419 | insert_ob_in_map (the_key, map, NULL, 0); |
343 | return 1; |
420 | return 1; |
344 | } |
|
|
345 | } |
421 | } |
346 | |
422 | |
347 | if(the_keymaster==NULL) { |
|
|
348 | the_key->x = kx; |
|
|
349 | the_key->y = ky; |
|
|
350 | insert_ob_in_map(the_key,map,NULL,0); |
|
|
351 | return 1; |
|
|
352 | } |
|
|
353 | |
|
|
354 | insert_ob_in_ob(the_key,the_keymaster); |
423 | insert_ob_in_ob (the_key, the_keymaster); |
355 | return 1; |
424 | return 1; |
356 | } |
425 | } |
357 | |
426 | |
358 | |
427 | |
359 | |
428 | |
360 | /* both find_monster_in_room routines need to have access to this. */ |
429 | /* both find_monster_in_room routines need to have access to this. */ |
361 | |
430 | |
362 | object *theMonsterToFind; |
431 | object *theMonsterToFind; |
363 | |
432 | |
364 | /* a recursive routine which will return a monster, eventually,if there is one. |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
365 | it does a check-off on the layout, converting 0's to 1's */ |
434 | it does a check-off on the layout, converting 0's to 1's */ |
366 | |
435 | |
|
|
436 | object * |
367 | object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { |
437 | find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) |
|
|
438 | { |
368 | int i,j; |
439 | int i, j; |
|
|
440 | |
369 | /* if we've found a monster already, leave */ |
441 | /* if we've found a monster already, leave */ |
370 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
442 | if (theMonsterToFind != NULL) |
|
|
443 | return theMonsterToFind; |
371 | |
444 | |
372 | /* bounds check x and y */ |
445 | /* bounds check x and y */ |
373 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; |
446 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
447 | return theMonsterToFind; |
374 | |
448 | |
375 | /* if the square is blocked or searched already, leave */ |
449 | /* if the square is blocked or searched already, leave */ |
|
|
450 | if (layout[x][y] != 0) |
376 | if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ |
451 | return theMonsterToFind; /* might be NULL, that's fine. */ |
377 | |
452 | |
378 | /* check the current square for a monster. If there is one, |
453 | /* check the current square for a monster. If there is one, |
379 | set theMonsterToFind and return it. */ |
454 | set theMonsterToFind and return it. */ |
380 | layout[x][y]=1; |
455 | layout[x][y] = 1; |
381 | if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { |
456 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
|
|
457 | { |
382 | object *the_monster = get_map_ob(map,x,y); |
458 | object *the_monster = get_map_ob (map, x, y); |
|
|
459 | |
383 | /* check off this point */ |
460 | /* check off this point */ |
384 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); |
461 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
385 | if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { |
462 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
|
|
463 | { |
386 | theMonsterToFind=the_monster; |
464 | theMonsterToFind = the_monster; |
387 | return theMonsterToFind; |
465 | return theMonsterToFind; |
388 | } |
466 | } |
389 | } |
467 | } |
390 | |
468 | |
391 | /* now search all the 8 squares around recursively for a monster,in random order */ |
469 | /* now search all the 8 squares around recursively for a monster,in random order */ |
392 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
470 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
|
|
471 | { |
393 | theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); |
472 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
394 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
473 | if (theMonsterToFind != NULL) |
|
|
474 | return theMonsterToFind; |
395 | } |
475 | } |
396 | return theMonsterToFind; |
476 | return theMonsterToFind; |
397 | } |
477 | } |
398 | |
478 | |
399 | |
479 | |
400 | /* sets up some data structures: the _recursive form does the |
480 | /* sets up some data structures: the _recursive form does the |
401 | real work. */ |
481 | real work. */ |
402 | |
482 | |
|
|
483 | object * |
403 | object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
484 | find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) |
|
|
485 | { |
404 | char **layout2; |
486 | char **layout2; |
405 | int i,j; |
487 | int i, j; |
|
|
488 | |
406 | theMonsterToFind=0; |
489 | theMonsterToFind = 0; |
407 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
490 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
408 | /* allocate and copy the layout, converting C to 0. */ |
491 | /* allocate and copy the layout, converting C to 0. */ |
409 | for(i=0;i<RP->Xsize;i++) { |
492 | for (i = 0; i < RP->Xsize; i++) |
|
|
493 | { |
410 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
494 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
411 | for(j=0;j<RP->Ysize;j++) { |
495 | for (j = 0; j < RP->Ysize; j++) |
412 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
496 | { |
413 | } |
497 | if (wall_blocked (map, i, j)) |
|
|
498 | layout2[i][j] = '#'; |
|
|
499 | } |
414 | } |
500 | } |
415 | theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); |
501 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
416 | |
502 | |
417 | /* deallocate the temp. layout */ |
503 | /* deallocate the temp. layout */ |
418 | for(i=0;i<RP->Xsize;i++) { |
504 | for (i = 0; i < RP->Xsize; i++) |
|
|
505 | { |
419 | free(layout2[i]); |
506 | free (layout2[i]); |
420 | } |
507 | } |
421 | free(layout2); |
508 | free (layout2); |
422 | |
509 | |
423 | return theMonsterToFind; |
510 | return theMonsterToFind; |
424 | } |
511 | } |
425 | |
|
|
426 | |
512 | |
427 | |
|
|
428 | |
513 | |
|
|
514 | |
|
|
515 | |
429 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
516 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
430 | int *room_free_spots_x; |
517 | int *room_free_spots_x; |
431 | int *room_free_spots_y; |
518 | int *room_free_spots_y; |
432 | int number_of_free_spots_in_room; |
519 | int number_of_free_spots_in_room; |
433 | |
520 | |
434 | /* the workhorse routine, which finds the free spots in a room: |
521 | /* the workhorse routine, which finds the free spots in a room: |
435 | a datastructure of free points is set up, and a position chosen from |
522 | a datastructure of free points is set up, and a position chosen from |
436 | that datastructure. */ |
523 | that datastructure. */ |
437 | |
524 | |
|
|
525 | void |
438 | void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { |
526 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
|
|
527 | { |
439 | int i,j; |
528 | int i, j; |
440 | |
529 | |
441 | /* bounds check x and y */ |
530 | /* bounds check x and y */ |
442 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
532 | return; |
443 | |
533 | |
444 | /* if the square is blocked or searched already, leave */ |
534 | /* if the square is blocked or searched already, leave */ |
445 | if(layout[x][y]!=0) return; |
535 | if (layout[x][y] != 0) |
|
|
536 | return; |
446 | |
537 | |
447 | /* set the current square as checked, and add it to the list. |
538 | /* set the current square as checked, and add it to the list. |
448 | set theMonsterToFind and return it. */ |
539 | set theMonsterToFind and return it. */ |
449 | /* check off this point */ |
540 | /* check off this point */ |
450 | layout[x][y]=1; |
541 | layout[x][y] = 1; |
451 | room_free_spots_x[number_of_free_spots_in_room]=x; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
452 | room_free_spots_y[number_of_free_spots_in_room]=y; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
453 | number_of_free_spots_in_room++; |
544 | number_of_free_spots_in_room++; |
454 | /* now search all the 8 squares around recursively for free spots,in random order */ |
545 | /* now search all the 8 squares around recursively for free spots,in random order */ |
455 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
546 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
|
|
547 | { |
456 | find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); |
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
457 | } |
549 | } |
458 | |
550 | |
459 | } |
551 | } |
460 | |
552 | |
461 | /* find a random non-blocked spot in this room to drop a key. */ |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
|
|
554 | void |
462 | void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { |
555 | find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) |
|
|
556 | { |
463 | char **layout2; |
557 | char **layout2; |
464 | int i,j; |
558 | int i, j; |
|
|
559 | |
465 | number_of_free_spots_in_room=0; |
560 | number_of_free_spots_in_room = 0; |
466 | room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); |
561 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
467 | room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); |
562 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
468 | |
563 | |
469 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
564 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
470 | /* allocate and copy the layout, converting C to 0. */ |
565 | /* allocate and copy the layout, converting C to 0. */ |
471 | for(i=0;i<RP->Xsize;i++) { |
566 | for (i = 0; i < RP->Xsize; i++) |
|
|
567 | { |
472 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
473 | for(j=0;j<RP->Ysize;j++) { |
569 | for (j = 0; j < RP->Ysize; j++) |
474 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
570 | { |
475 | } |
571 | if (wall_blocked (map, i, j)) |
|
|
572 | layout2[i][j] = '#'; |
|
|
573 | } |
476 | } |
574 | } |
477 | |
575 | |
478 | /* setup num_free_spots and room_free_spots */ |
576 | /* setup num_free_spots and room_free_spots */ |
479 | find_spot_in_room_recursive(layout2,x,y,RP); |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
480 | |
578 | |
481 | if(number_of_free_spots_in_room > 0) { |
579 | if (number_of_free_spots_in_room > 0) |
|
|
580 | { |
482 | i = RANDOM()%number_of_free_spots_in_room; |
581 | i = RANDOM () % number_of_free_spots_in_room; |
483 | *kx = room_free_spots_x[i]; |
582 | *kx = room_free_spots_x[i]; |
484 | *ky = room_free_spots_y[i]; |
583 | *ky = room_free_spots_y[i]; |
485 | } |
584 | } |
486 | |
585 | |
487 | /* deallocate the temp. layout */ |
586 | /* deallocate the temp. layout */ |
488 | for(i=0;i<RP->Xsize;i++) { |
587 | for (i = 0; i < RP->Xsize; i++) |
|
|
588 | { |
489 | free(layout2[i]); |
589 | free (layout2[i]); |
490 | } |
590 | } |
491 | free(layout2); |
591 | free (layout2); |
492 | free(room_free_spots_x); |
592 | free (room_free_spots_x); |
493 | free(room_free_spots_y); |
593 | free (room_free_spots_y); |
494 | } |
594 | } |
495 | |
595 | |
496 | |
596 | |
497 | /* searches the map for a spot with walls around it. The more |
597 | /* searches the map for a spot with walls around it. The more |
498 | walls the better, but it'll settle for 1 wall, or even 0, but |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
499 | it'll return 0 if no FREE spots are found.*/ |
599 | it'll return 0 if no FREE spots are found.*/ |
500 | |
600 | |
|
|
601 | void |
501 | void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { |
602 | find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) |
|
|
603 | { |
502 | int x,y; |
604 | int x, y; |
503 | int i; |
605 | int i; |
|
|
606 | |
504 | x = *cx;y=*cy; |
607 | x = *cx; |
|
|
608 | y = *cy; |
505 | |
609 | |
506 | for(i=0;i<=SIZEOFFREE1;i++) { |
610 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
611 | { |
507 | int lx,ly,sindex; |
612 | int lx, ly, sindex; |
|
|
613 | |
508 | lx = x +freearr_x[i]; |
614 | lx = x + freearr_x[i]; |
509 | ly = y +freearr_y[i]; |
615 | ly = y + freearr_y[i]; |
510 | sindex = surround_flag3(map,lx,ly,RP); |
616 | sindex = surround_flag3 (map, lx, ly, RP); |
511 | /* if it's blocked on 3 sides, it's enclosed */ |
617 | /* if it's blocked on 3 sides, it's enclosed */ |
512 | if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { |
618 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
513 | *cx= lx;*cy= ly; |
619 | { |
|
|
620 | *cx = lx; |
|
|
621 | *cy = ly; |
514 | return; |
622 | return; |
515 | } |
623 | } |
516 | } |
624 | } |
517 | |
625 | |
518 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
626 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
519 | spots--try to find someplace which is 2x enclosed. */ |
627 | spots--try to find someplace which is 2x enclosed. */ |
520 | for(i=0;i<=SIZEOFFREE1;i++) { |
628 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
629 | { |
521 | int lx,ly,sindex; |
630 | int lx, ly, sindex; |
|
|
631 | |
522 | lx = x +freearr_x[i]; |
632 | lx = x + freearr_x[i]; |
523 | ly = y +freearr_y[i]; |
633 | ly = y + freearr_y[i]; |
524 | sindex = surround_flag3(map,lx,ly,RP); |
634 | sindex = surround_flag3 (map, lx, ly, RP); |
525 | /* if it's blocked on 3 sides, it's enclosed */ |
635 | /* if it's blocked on 3 sides, it's enclosed */ |
526 | if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { |
636 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
527 | *cx= lx;*cy= ly; |
637 | { |
|
|
638 | *cx = lx; |
|
|
639 | *cy = ly; |
|
|
640 | return; |
|
|
641 | } |
|
|
642 | } |
|
|
643 | |
|
|
644 | /* settle for one surround point */ |
|
|
645 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
646 | { |
|
|
647 | int lx, ly, sindex; |
|
|
648 | |
|
|
649 | lx = x + freearr_x[i]; |
|
|
650 | ly = y + freearr_y[i]; |
|
|
651 | sindex = surround_flag3 (map, lx, ly, RP); |
|
|
652 | /* if it's blocked on 3 sides, it's enclosed */ |
|
|
653 | if (sindex) |
|
|
654 | { |
|
|
655 | *cx = lx; |
|
|
656 | *cy = ly; |
|
|
657 | return; |
|
|
658 | } |
|
|
659 | } |
|
|
660 | /* give up and return the closest free spot. */ |
|
|
661 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
|
|
662 | if (i != -1 && i <= SIZEOFFREE1) |
|
|
663 | { |
|
|
664 | *cx = x + freearr_x[i]; |
|
|
665 | *cy = y + freearr_y[i]; |
528 | return; |
666 | return; |
529 | } |
667 | } |
530 | } |
|
|
531 | |
|
|
532 | /* settle for one surround point */ |
|
|
533 | for(i=0;i<=SIZEOFFREE1;i++) { |
|
|
534 | int lx,ly,sindex; |
|
|
535 | lx = x +freearr_x[i]; |
|
|
536 | ly = y +freearr_y[i]; |
|
|
537 | sindex = surround_flag3(map,lx,ly,RP); |
|
|
538 | /* if it's blocked on 3 sides, it's enclosed */ |
|
|
539 | if(sindex) { |
|
|
540 | *cx= lx;*cy= ly; |
|
|
541 | return; |
|
|
542 | } |
|
|
543 | } |
|
|
544 | /* give up and return the closest free spot. */ |
|
|
545 | i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); |
|
|
546 | if(i!=-1&&i<=SIZEOFFREE1) { |
|
|
547 | *cx = x +freearr_x[i]; |
|
|
548 | *cy = y +freearr_y[i]; |
|
|
549 | return; |
|
|
550 | } |
|
|
551 | /* indicate failure */ |
668 | /* indicate failure */ |
552 | *cx=*cy=-1; |
669 | *cx = *cy = -1; |
553 | } |
670 | } |
554 | |
671 | |
555 | |
672 | |
|
|
673 | void |
556 | void remove_monsters(int x,int y,mapstruct *map) { |
674 | remove_monsters (int x, int y, mapstruct *map) |
|
|
675 | { |
557 | object *tmp; |
676 | object *tmp; |
558 | |
677 | |
559 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
678 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
560 | if(QUERY_FLAG(tmp,FLAG_ALIVE)) { |
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
561 | if(tmp->head) tmp=tmp->head; |
680 | { |
|
|
681 | if (tmp->head) |
|
|
682 | tmp = tmp->head; |
562 | remove_ob(tmp); |
683 | remove_ob (tmp); |
563 | free_object(tmp); |
684 | free_object (tmp); |
564 | tmp=get_map_ob(map,x,y); |
685 | tmp = get_map_ob (map, x, y); |
565 | if(tmp==NULL) break; |
686 | if (tmp == NULL) |
|
|
687 | break; |
566 | }; |
688 | }; |
567 | } |
689 | } |
568 | |
690 | |
569 | |
691 | |
570 | /* surrounds the point x,y by doors, so as to enclose something, like |
692 | /* surrounds the point x,y by doors, so as to enclose something, like |
571 | a chest. It only goes as far as the 8 squares surrounding, and |
693 | a chest. It only goes as far as the 8 squares surrounding, and |
572 | it'll remove any monsters it finds.*/ |
694 | it'll remove any monsters it finds.*/ |
573 | |
695 | |
|
|
696 | object ** |
574 | object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { |
697 | surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) |
|
|
698 | { |
575 | int i; |
699 | int i; |
576 | char *doors[2]; |
700 | char *doors[2]; |
577 | object **doorlist; |
701 | object **doorlist; |
578 | int ndoors_made=0; |
702 | int ndoors_made = 0; |
579 | doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ |
703 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
580 | |
704 | |
581 | /* this is a list we pick from, for horizontal and vertical doors */ |
705 | /* this is a list we pick from, for horizontal and vertical doors */ |
582 | if(opts&DOORED) { |
706 | if (opts & DOORED) |
|
|
707 | { |
583 | doors[0]="locked_door2"; |
708 | doors[0] = "locked_door2"; |
584 | doors[1]="locked_door1"; |
709 | doors[1] = "locked_door1"; |
585 | } |
710 | } |
586 | else { |
711 | else |
|
|
712 | { |
587 | doors[0]="door_1"; |
713 | doors[0] = "door_1"; |
588 | doors[1]="door_2"; |
714 | doors[1] = "door_2"; |
589 | } |
715 | } |
590 | |
716 | |
591 | /* place doors in all the 8 adjacent unblocked squares. */ |
717 | /* place doors in all the 8 adjacent unblocked squares. */ |
592 | for(i=1;i<9;i++) { |
718 | for (i = 1; i < 9; i++) |
|
|
719 | { |
593 | int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; |
720 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
594 | |
721 | |
595 | if(!wall_blocked(map,x1,y1) |
722 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
596 | || layout[x1][y1]=='>') {/* place a door */ |
723 | { /* place a door */ |
597 | object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); |
724 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
|
|
725 | |
598 | new_door->x = x + freearr_x[i]; |
726 | new_door->x = x + freearr_x[i]; |
599 | new_door->y = y + freearr_y[i]; |
727 | new_door->y = y + freearr_y[i]; |
600 | remove_monsters(new_door->x,new_door->y,map); |
728 | remove_monsters (new_door->x, new_door->y, map); |
601 | insert_ob_in_map(new_door,map,NULL,0); |
729 | insert_ob_in_map (new_door, map, NULL, 0); |
602 | doorlist[ndoors_made]=new_door; |
730 | doorlist[ndoors_made] = new_door; |
603 | ndoors_made++; |
731 | ndoors_made++; |
604 | } |
732 | } |
605 | } |
733 | } |
606 | return doorlist; |
734 | return doorlist; |
607 | } |
735 | } |
608 | |
736 | |
609 | |
737 | |
610 | /* returns the first door in this square, or NULL if there isn't a door. */ |
738 | /* returns the first door in this square, or NULL if there isn't a door. */ |
|
|
739 | object * |
611 | object *door_in_square(mapstruct *map,int x,int y) { |
740 | door_in_square (mapstruct *map, int x, int y) |
|
|
741 | { |
612 | object *tmp; |
742 | object *tmp; |
|
|
743 | |
613 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
744 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
614 | if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
746 | return tmp; |
615 | return NULL; |
747 | return NULL; |
616 | } |
748 | } |
617 | |
749 | |
618 | |
750 | |
619 | /* the workhorse routine, which finds the doors in a room */ |
751 | /* the workhorse routine, which finds the doors in a room */ |
|
|
752 | void |
620 | void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { |
753 | find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
|
|
754 | { |
621 | int i,j; |
755 | int i, j; |
622 | object *door; |
756 | object *door; |
623 | |
757 | |
624 | /* bounds check x and y */ |
758 | /* bounds check x and y */ |
625 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
759 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
760 | return; |
626 | |
761 | |
627 | /* if the square is blocked or searched already, leave */ |
762 | /* if the square is blocked or searched already, leave */ |
628 | if(layout[x][y]==1) return; |
763 | if (layout[x][y] == 1) |
|
|
764 | return; |
629 | |
765 | |
630 | /* check off this point */ |
766 | /* check off this point */ |
631 | if(layout[x][y]=='#') { /* there could be a door here */ |
767 | if (layout[x][y] == '#') |
|
|
768 | { /* there could be a door here */ |
632 | layout[x][y]=1; |
769 | layout[x][y] = 1; |
633 | door=door_in_square(map,x,y); |
770 | door = door_in_square (map, x, y); |
634 | if(door!=NULL) { |
771 | if (door != NULL) |
|
|
772 | { |
635 | doorlist[*ndoors]=door; |
773 | doorlist[*ndoors] = door; |
636 | if(*ndoors>254) /* eek! out of memory */ |
774 | if (*ndoors > 254) /* eek! out of memory */ |
637 | { |
775 | { |
638 | LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
639 | return; |
777 | return; |
640 | } |
778 | } |
641 | *ndoors=*ndoors+1; |
779 | *ndoors = *ndoors + 1; |
642 | } |
780 | } |
643 | } |
781 | } |
644 | else { |
782 | else |
|
|
783 | { |
645 | layout[x][y]=1; |
784 | layout[x][y] = 1; |
646 | /* now search all the 8 squares around recursively for free spots,in random order */ |
785 | /* now search all the 8 squares around recursively for free spots,in random order */ |
647 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
786 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
|
|
787 | { |
648 | find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); |
788 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
649 | } |
789 | } |
650 | } |
790 | } |
651 | } |
791 | } |
652 | |
792 | |
653 | /* find a random non-blocked spot in this room to drop a key. */ |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
|
|
794 | object ** |
654 | object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
795 | find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) |
|
|
796 | { |
655 | char **layout2; |
797 | char **layout2; |
656 | object **doorlist; |
798 | object **doorlist; |
657 | int i,j; |
799 | int i, j; |
658 | int ndoors=0; |
800 | int ndoors = 0; |
659 | |
801 | |
660 | doorlist = (object **)calloc(sizeof(int),256); |
802 | doorlist = (object **) calloc (sizeof (int), 256); |
661 | |
803 | |
662 | |
804 | |
663 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
805 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
664 | /* allocate and copy the layout, converting C to 0. */ |
806 | /* allocate and copy the layout, converting C to 0. */ |
665 | for(i=0;i<RP->Xsize;i++) { |
807 | for (i = 0; i < RP->Xsize; i++) |
|
|
808 | { |
666 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
809 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
667 | for(j=0;j<RP->Ysize;j++) { |
810 | for (j = 0; j < RP->Ysize; j++) |
668 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
811 | { |
669 | } |
812 | if (wall_blocked (map, i, j)) |
|
|
813 | layout2[i][j] = '#'; |
|
|
814 | } |
670 | } |
815 | } |
671 | |
816 | |
672 | /* setup num_free_spots and room_free_spots */ |
817 | /* setup num_free_spots and room_free_spots */ |
673 | find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); |
818 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
674 | |
819 | |
675 | /* deallocate the temp. layout */ |
820 | /* deallocate the temp. layout */ |
676 | for(i=0;i<RP->Xsize;i++) { |
821 | for (i = 0; i < RP->Xsize; i++) |
|
|
822 | { |
677 | free(layout2[i]); |
823 | free (layout2[i]); |
678 | } |
824 | } |
679 | free(layout2); |
825 | free (layout2); |
680 | return doorlist; |
826 | return doorlist; |
681 | } |
827 | } |
682 | |
828 | |
683 | |
829 | |
684 | |
830 | |
685 | /* locks and/or hides all the doors in doorlist, or does nothing if |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
686 | opts doesn't say to lock/hide doors. */ |
832 | opts doesn't say to lock/hide doors. */ |
687 | |
833 | |
|
|
834 | void |
688 | void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { |
835 | lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) |
|
|
836 | { |
689 | object *door; |
837 | object *door; |
690 | int i; |
838 | int i; |
|
|
839 | |
691 | /* lock the doors and hide the keys. */ |
840 | /* lock the doors and hide the keys. */ |
692 | |
841 | |
693 | if(opts & DOORED) { |
842 | if (opts & DOORED) |
|
|
843 | { |
694 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
844 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
|
|
845 | { |
695 | object *new_door=get_archetype("locked_door1"); |
846 | object *new_door = get_archetype ("locked_door1"); |
696 | char keybuf[256]; |
847 | char keybuf[256]; |
|
|
848 | |
697 | door=doorlist[i]; |
849 | door = doorlist[i]; |
698 | new_door->face = door->face; |
850 | new_door->face = door->face; |
699 | new_door->x = door->x; |
851 | new_door->x = door->x; |
700 | new_door->y = door->y; |
852 | new_door->y = door->y; |
701 | remove_ob(door); |
853 | remove_ob (door); |
702 | free_object(door); |
854 | free_object (door); |
703 | doorlist[i]=new_door; |
855 | doorlist[i] = new_door; |
704 | insert_ob_in_map(new_door,map,NULL,0); |
856 | insert_ob_in_map (new_door, map, NULL, 0); |
705 | sprintf(keybuf,"%d",(int)RANDOM()); |
857 | sprintf (keybuf, "%d", (int) RANDOM ()); |
706 | new_door->slaying = keybuf; |
858 | new_door->slaying = keybuf; |
707 | keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); |
859 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
708 | } |
860 | } |
709 | } |
861 | } |
710 | |
862 | |
711 | /* change the faces of the doors and surrounding walls to hide them. */ |
863 | /* change the faces of the doors and surrounding walls to hide them. */ |
712 | if(opts & HIDDEN) { |
864 | if (opts & HIDDEN) |
|
|
865 | { |
713 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
866 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
|
|
867 | { |
714 | object *wallface; |
868 | object *wallface; |
|
|
869 | |
715 | door=doorlist[i]; |
870 | door = doorlist[i]; |
716 | wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); |
871 | wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
717 | if(wallface!=NULL) { |
872 | if (wallface != NULL) |
|
|
873 | { |
718 | retrofit_joined_wall(map,door->x-1,door->y,0,RP); |
874 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
719 | retrofit_joined_wall(map,door->x+1,door->y,0,RP); |
875 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
720 | retrofit_joined_wall(map,door->x,door->y-1,0,RP); |
876 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
721 | retrofit_joined_wall(map,door->x,door->y+1,0,RP); |
877 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
722 | door->face = wallface->face; |
878 | door->face = wallface->face; |
723 | if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); |
879 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
|
|
880 | remove_ob (wallface); |
724 | free_object(wallface); |
881 | free_object (wallface); |
|
|
882 | } |
725 | } |
883 | } |
726 | } |
|
|
727 | } |
884 | } |
728 | } |
885 | } |