1 | /* |
1 | /* |
2 | <<<<<<< treasure.C |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * CrossFire, A Multiplayer game |
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4 | * |
3 | * |
5 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
7 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
8 | * |
7 | * |
9 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
10 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
11 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
12 | * (at your option) any later version. |
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13 | * |
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14 | * This program is distributed in the hope that it will be useful, |
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15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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17 | * GNU General Public License for more details. |
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18 | * |
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19 | * You should have received a copy of the GNU General Public License |
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20 | * along with this program; if not, write to the Free Software |
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21 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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22 | * |
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23 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
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24 | */ |
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25 | ======= |
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26 | * CrossFire, A Multiplayer game for X-windows |
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27 | * |
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28 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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29 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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30 | * Copyright (C) 1992 Frank Tore Johansen |
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31 | * |
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32 | * This program is free software; you can redistribute it and/or modify |
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33 | * it under the terms of the GNU General Public License as published by |
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34 | * the Free Software Foundation; either version 2 of the License, or |
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35 | * (at your option) any later version. |
11 | * (at your option) any later version. |
36 | * |
12 | * |
37 | * 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, |
38 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
39 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
40 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
41 | * |
17 | * |
42 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
43 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
44 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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45 | * |
20 | * |
46 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
47 | */ |
22 | */ |
48 | >>>>>>> 1.18 |
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49 | |
23 | |
50 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
51 | |
25 | |
52 | #include <global.h> |
26 | #include <global.h> |
53 | #include <random_map.h> |
27 | #include <random_map.h> |
… | |
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66 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
67 | |
41 | |
68 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
69 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
70 | |
44 | |
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45 | /* a macro to get a strongly centered random distribution, |
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46 | from 0 to x, centered at x/2 */ |
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47 | static int |
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48 | bc_random (int x) |
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49 | { |
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50 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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51 | } |
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52 | |
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53 | static object * |
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54 | gen_key (const shstr &keycode) |
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55 | { |
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56 | /* get a key and set its keycode */ |
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57 | object *key = archetype::get (shstr_key2); |
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58 | |
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59 | key->slaying = keycode; |
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60 | key->stats.food = 100; |
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61 | key->speed_left = -1.f; |
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62 | key->flag [FLAG_IS_USED_UP] = true; |
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63 | key->set_speed (1.f / 300.f); |
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64 | |
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65 | return key; |
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66 | } |
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67 | |
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68 | /* places keys in the map, preferably in something alive. |
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69 | keycode is the key's code, |
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70 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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71 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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72 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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73 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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74 | |
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75 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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76 | sure a key is placed on both sides of the door. |
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77 | */ |
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78 | static int |
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79 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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80 | { |
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81 | int i, j; |
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82 | int kx = 0, ky = 0; |
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83 | object *the_keymaster; /* the monster that gets the key. */ |
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84 | object *the_key = gen_key (keycode); |
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85 | |
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86 | if (door_flag == PASS_DOORS) |
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87 | { |
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88 | int tries = 0; |
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89 | |
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90 | the_keymaster = 0; |
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91 | while (tries < 15 && !the_keymaster) |
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92 | { |
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93 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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94 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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95 | tries++; |
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96 | the_keymaster = find_closest_monster (map, i, j, RP); |
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97 | } |
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98 | |
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99 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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100 | if (!the_keymaster) |
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101 | { |
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102 | int freeindex; |
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103 | |
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104 | freeindex = -1; |
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105 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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106 | { |
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107 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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108 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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109 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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110 | } |
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111 | |
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112 | // can freeindex ever be < 0? |
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113 | if (freeindex >= 0) |
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114 | { |
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115 | kx += freearr_x [freeindex]; |
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116 | ky += freearr_y [freeindex]; |
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117 | } |
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118 | } |
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119 | } |
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120 | else |
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121 | { /* NO_PASS_DOORS --we have to work harder. */ |
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122 | /* don't try to keyplace if we're sitting on a blocked square and |
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123 | NO_PASS_DOORS is set. */ |
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124 | if (n_keys == 1) |
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125 | { |
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126 | if (wall_blocked (map, x, y)) |
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127 | { |
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128 | the_key->destroy (); |
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129 | return 0; |
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130 | } |
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131 | |
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132 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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133 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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134 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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135 | } |
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136 | else |
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137 | { |
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138 | int sum = 0; /* count how many keys we actually place */ |
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139 | |
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140 | /* I'm lazy, so just try to place in all 4 directions. */ |
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141 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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142 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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143 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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144 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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145 | |
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146 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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147 | { /* diagonally this time. */ |
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148 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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149 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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150 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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151 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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152 | } |
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153 | |
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154 | the_key->destroy (); |
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155 | return 1; |
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156 | } |
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157 | } |
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158 | |
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159 | if (the_keymaster) |
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160 | the_keymaster->head_ ()->insert (the_key); |
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161 | else |
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162 | { |
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163 | the_key->x = kx; |
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164 | the_key->y = ky; |
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165 | insert_ob_in_map (the_key, map, NULL, 0); |
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166 | } |
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167 | |
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168 | return 1; |
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169 | } |
71 | |
170 | |
72 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
171 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
73 | * and doors but not monsters. |
172 | * and doors but not monsters. |
74 | * This function is not map tile aware. |
173 | * This function is not map tile aware. |
75 | */ |
174 | */ |
… | |
… | |
77 | wall_blocked (maptile *m, int x, int y) |
176 | wall_blocked (maptile *m, int x, int y) |
78 | { |
177 | { |
79 | if (OUT_OF_REAL_MAP (m, x, y)) |
178 | if (OUT_OF_REAL_MAP (m, x, y)) |
80 | return 1; |
179 | return 1; |
81 | |
180 | |
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181 | m->at (x, y).update (); |
82 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
182 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
83 | return r; |
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84 | } |
183 | } |
85 | |
184 | |
86 | /* place treasures in the map, given the |
185 | /* place treasures in the map, given the |
87 | map, (required) |
186 | map, (required) |
88 | layout, (required) |
187 | layout, (required) |
… | |
… | |
99 | |
198 | |
100 | /* bail out if treasure isn't wanted. */ |
199 | /* bail out if treasure isn't wanted. */ |
101 | if (treasure_style) |
200 | if (treasure_style) |
102 | if (!strcmp (treasure_style, "none")) |
201 | if (!strcmp (treasure_style, "none")) |
103 | return; |
202 | return; |
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203 | |
104 | if (treasureoptions <= 0) |
204 | if (treasureoptions <= 0) |
105 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
205 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
106 | |
206 | |
107 | /* filter out the mutually exclusive options */ |
207 | /* filter out the mutually exclusive options */ |
108 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
208 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
109 | { |
209 | { |
110 | if (RANDOM () % 2) |
210 | if (rmg_rndm (2)) |
111 | treasureoptions -= 1; |
211 | treasureoptions -= 1; |
112 | else |
212 | else |
113 | treasureoptions -= 2; |
213 | treasureoptions -= 2; |
114 | } |
214 | } |
115 | |
215 | |
116 | /* pick the number of treasures */ |
216 | /* pick the number of treasures */ |
117 | if (treasureoptions & SPARSE) |
217 | if (treasureoptions & SPARSE) |
118 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
218 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
119 | else if (treasureoptions & RICH) |
219 | else if (treasureoptions & RICH) |
120 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
220 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
121 | else |
221 | else |
122 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
222 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
123 | |
223 | |
124 | if (num_treasures <= 0) |
224 | if (num_treasures <= 0) |
125 | return; |
225 | return; |
126 | |
226 | |
127 | /* get the style map */ |
227 | /* get the style map */ |
128 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
228 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
129 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
229 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
130 | style_map = find_style (styledirname, treasure_style, -1); |
230 | style_map = find_style (styledirname, treasure_style, -1); |
131 | |
231 | |
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232 | if (!style_map) |
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233 | { |
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234 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
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235 | return; |
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236 | } |
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237 | |
132 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
133 | if (treasureoptions & CONCENTRATED) |
239 | if (treasureoptions & CONCENTRATED) |
134 | { |
240 | { |
135 | |
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136 | /* map_layout_style global, and is previously set */ |
241 | /* map_layout_style global, and is previously set */ |
137 | switch (RP->map_layout_style) |
242 | switch (RP->map_layout_style) |
138 | { |
243 | { |
139 | case LAYOUT_ONION: |
244 | case LAYOUT_ONION: |
140 | case LAYOUT_SPIRAL: |
245 | case LAYOUT_SPIRAL: |
… | |
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148 | for (j = 0; j < RP->Ysize; j++) |
253 | for (j = 0; j < RP->Ysize; j++) |
149 | { |
254 | { |
150 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
255 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
151 | { |
256 | { |
152 | int tdiv = RP->symmetry_used; |
257 | int tdiv = RP->symmetry_used; |
153 | object **doorlist; |
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154 | object *chest; |
258 | object *chest; |
155 | |
259 | |
156 | if (tdiv == 3) |
260 | if (tdiv == 3) |
157 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
261 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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262 | |
158 | /* don't put a chest on an exit. */ |
263 | /* don't put a chest on an exit. */ |
159 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
264 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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265 | |
160 | if (!chest) |
266 | if (!chest) |
161 | continue; /* if no chest was placed NEXT */ |
267 | continue; /* if no chest was placed NEXT */ |
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268 | |
162 | if (treasureoptions & (DOORED | HIDDEN)) |
269 | if (treasureoptions & (DOORED | HIDDEN)) |
163 | { |
270 | { |
164 | doorlist = find_doors_in_room (map, i, j, RP); |
271 | object **doorlist = find_doors_in_room (map, i, j, RP); |
165 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
272 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
166 | free (doorlist); |
273 | free (doorlist); |
167 | } |
274 | } |
168 | } |
275 | } |
169 | } |
276 | } |
170 | } |
277 | } |
171 | break; |
278 | break; |
172 | } |
279 | } |
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280 | |
173 | default: |
281 | default: |
174 | { |
282 | { |
175 | int i, j, tries; |
283 | int i, j, tries; |
176 | object *chest; |
284 | object *chest; |
177 | object **doorlist; |
285 | object **doorlist; |
178 | |
286 | |
179 | i = j = -1; |
287 | i = j = -1; |
180 | tries = 0; |
288 | tries = 0; |
181 | while (i == -1 && tries < 100) |
289 | while (i == -1 && tries < 100) |
182 | { |
290 | { |
183 | i = RANDOM () % (RP->Xsize - 2) + 1; |
291 | i = rmg_rndm (RP->Xsize - 2) + 1; |
184 | j = RANDOM () % (RP->Ysize - 2) + 1; |
292 | j = rmg_rndm (RP->Ysize - 2) + 1; |
185 | find_enclosed_spot (map, &i, &j, RP); |
293 | find_enclosed_spot (map, &i, &j, RP); |
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294 | |
186 | if (wall_blocked (map, i, j)) |
295 | if (wall_blocked (map, i, j)) |
187 | i = -1; |
296 | i = -1; |
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297 | |
188 | tries++; |
298 | tries++; |
189 | } |
299 | } |
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300 | |
190 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
301 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
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302 | |
191 | if (!chest) |
303 | if (!chest) |
192 | return; |
304 | return; |
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305 | |
193 | i = chest->x; |
306 | i = chest->x; |
194 | j = chest->y; |
307 | j = chest->y; |
195 | if (treasureoptions & (DOORED | HIDDEN)) |
308 | if (treasureoptions & (DOORED | HIDDEN)) |
196 | { |
309 | { |
197 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
310 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
205 | { /* DIFFUSE treasure layout */ |
318 | { /* DIFFUSE treasure layout */ |
206 | int ti, i, j; |
319 | int ti, i, j; |
207 | |
320 | |
208 | for (ti = 0; ti < num_treasures; ti++) |
321 | for (ti = 0; ti < num_treasures; ti++) |
209 | { |
322 | { |
210 | i = RANDOM () % (RP->Xsize - 2) + 1; |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
211 | j = RANDOM () % (RP->Ysize - 2) + 1; |
324 | j = rmg_rndm (RP->Ysize - 2) + 1; |
212 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
325 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
213 | } |
326 | } |
214 | } |
327 | } |
215 | } |
328 | } |
216 | |
329 | |
217 | /* put a chest into the map, near x and y, with the treasure style |
330 | /* put a chest into the map, near x and y, with the treasure style |
218 | determined (may be null, or may be a treasure list from lib/treasures, |
331 | determined (may be null, or may be a treasure list from lib/treasures, |
219 | if the global variable "treasurestyle" is set to that treasure list's name */ |
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
220 | |
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221 | object * |
333 | object * |
222 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
223 | { |
335 | { |
224 | object *the_chest; |
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225 | int i, xl, yl; |
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226 | |
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227 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
228 | |
337 | |
229 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
230 | i = find_first_free_spot (the_chest, map, x, y); |
339 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
231 | if (i == -1) |
340 | if (i == -1) |
232 | { |
341 | { |
233 | the_chest->destroy (); |
342 | the_chest->destroy (); |
234 | return NULL; |
343 | return NULL; |
235 | } |
344 | } |
236 | |
345 | |
237 | xl = x + freearr_x[i]; |
346 | int xl = x + freearr_x[i]; |
238 | yl = y + freearr_y[i]; |
347 | int yl = y + freearr_y[i]; |
239 | |
348 | |
240 | /* if the placement is blocked, return a fail. */ |
349 | /* if the placement is blocked, return a fail. */ |
241 | if (wall_blocked (map, xl, yl)) |
350 | if (wall_blocked (map, xl, yl)) |
242 | return 0; |
351 | return 0; |
243 | |
352 | |
… | |
… | |
250 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
359 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
251 | |
360 | |
252 | if (tlist != NULL) |
361 | if (tlist != NULL) |
253 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
254 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
255 | object *new_treasure = pick_random_object (style_map); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
256 | |
365 | |
257 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
258 | } |
367 | } |
259 | else |
368 | else |
260 | { /* use the style map */ |
369 | { /* use the style map */ |
261 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
262 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
263 | } |
372 | } |
264 | #endif |
373 | #endif |
265 | { /* neither style_map no treasure list given */ |
374 | { /* neither style_map no treasure list given */ |
266 | treasurelist *tlist = find_treasurelist ("chest"); |
375 | treasurelist *tlist = treasurelist::find ("chest"); |
267 | |
376 | |
268 | the_chest->randomitems = tlist; |
377 | the_chest->randomitems = tlist; |
269 | the_chest->stats.hp = n_treasures; |
378 | the_chest->stats.hp = n_treasures; |
270 | } |
379 | } |
271 | |
380 | |
272 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
273 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
274 | { |
383 | { |
275 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
276 | object *the_trap; |
|
|
277 | |
385 | |
278 | if (trap_map) |
386 | if (trap_map) |
279 | { |
387 | { |
280 | the_trap = pick_random_object (trap_map); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
389 | |
281 | the_trap->stats.Cha = 10 + RP->difficulty; |
390 | the_trap->stats.Cha = 10 + RP->difficulty; |
282 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
391 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
392 | |
283 | if (the_trap) |
393 | if (the_trap) |
284 | { |
394 | { |
285 | object *new_trap; |
395 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
286 | |
396 | |
287 | new_trap = arch_to_object (the_trap->arch); |
|
|
288 | new_trap->copy_to (the_trap); |
|
|
289 | new_trap->x = x; |
397 | new_trap->x = x; |
290 | new_trap->y = y; |
398 | new_trap->y = y; |
291 | insert_ob_in_ob (new_trap, the_chest); |
399 | insert_ob_in_ob (new_trap, the_chest); |
292 | } |
400 | } |
293 | } |
401 | } |
294 | } |
402 | } |
295 | |
403 | |
296 | /* set the chest lock code, and call the keyplacer routine with |
404 | /* set the chest lock code, and call the keyplacer routine with |
297 | 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 |
298 | there's only 1 treasure.... */ |
406 | there's only 1 treasure.... */ |
299 | |
|
|
300 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
301 | { |
408 | { |
302 | char keybuf[1024]; |
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
303 | |
|
|
304 | sprintf (keybuf, "%d", (int) RANDOM ()); |
|
|
305 | the_chest->slaying = keybuf; |
|
|
306 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
307 | } |
411 | } |
308 | |
412 | |
309 | /* actually place the chest. */ |
413 | /* actually place the chest. */ |
310 | the_chest->x = xl; |
414 | the_chest->x = xl; |
311 | the_chest->y = yl; |
415 | the_chest->y = yl; |
… | |
… | |
340 | } |
444 | } |
341 | } |
445 | } |
342 | return NULL; |
446 | return NULL; |
343 | } |
447 | } |
344 | |
448 | |
345 | |
|
|
346 | |
|
|
347 | /* places keys in the map, preferably in something alive. |
|
|
348 | keycode is the key's code, |
|
|
349 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
350 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
351 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
352 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
353 | |
|
|
354 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
355 | sure a key is placed on both sides of the door. |
|
|
356 | */ |
|
|
357 | int |
|
|
358 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
359 | { |
|
|
360 | int i, j; |
|
|
361 | int kx = 0, ky = 0; |
|
|
362 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
363 | object *the_key; |
|
|
364 | |
|
|
365 | /* get a key and set its keycode */ |
|
|
366 | the_key = get_archetype ("key2"); |
|
|
367 | the_key->slaying = keycode; |
|
|
368 | |
|
|
369 | if (door_flag == PASS_DOORS) |
|
|
370 | { |
|
|
371 | int tries = 0; |
|
|
372 | |
|
|
373 | the_keymaster = 0; |
|
|
374 | while (tries < 15 && !the_keymaster) |
|
|
375 | { |
|
|
376 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
|
|
377 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
|
|
378 | tries++; |
|
|
379 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
380 | } |
|
|
381 | |
|
|
382 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
383 | if (!the_keymaster) |
|
|
384 | { |
|
|
385 | int freeindex; |
|
|
386 | |
|
|
387 | freeindex = -1; |
|
|
388 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
389 | { |
|
|
390 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
|
|
391 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
|
|
392 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
393 | } |
|
|
394 | |
|
|
395 | // can freeindex ever be < 0? |
|
|
396 | if (freeindex >= 0) |
|
|
397 | { |
|
|
398 | kx += freearr_x [freeindex]; |
|
|
399 | ky += freearr_y [freeindex]; |
|
|
400 | } |
|
|
401 | } |
|
|
402 | } |
|
|
403 | else |
|
|
404 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
405 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
406 | NO_PASS_DOORS is set. */ |
|
|
407 | if (n_keys == 1) |
|
|
408 | { |
|
|
409 | if (wall_blocked (map, x, y)) |
|
|
410 | return 0; |
|
|
411 | |
|
|
412 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
413 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
414 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
415 | } |
|
|
416 | else |
|
|
417 | { |
|
|
418 | int sum = 0; /* count how many keys we actually place */ |
|
|
419 | |
|
|
420 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
421 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
422 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
423 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
424 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
425 | |
|
|
426 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
427 | { /* diagonally this time. */ |
|
|
428 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
429 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
430 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
431 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
432 | } |
|
|
433 | |
|
|
434 | return 1; |
|
|
435 | } |
|
|
436 | } |
|
|
437 | |
|
|
438 | if (!the_keymaster) |
|
|
439 | { |
|
|
440 | the_key->x = kx; |
|
|
441 | the_key->y = ky; |
|
|
442 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
443 | return 1; |
|
|
444 | } |
|
|
445 | |
|
|
446 | insert_ob_in_ob (the_key, the_keymaster); |
|
|
447 | return 1; |
|
|
448 | } |
|
|
449 | |
|
|
450 | |
|
|
451 | |
|
|
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 | object *theMonsterToFind; |
451 | 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. |
… | |
… | |
488 | return theMonsterToFind; |
485 | return theMonsterToFind; |
489 | } |
486 | } |
490 | } |
487 | } |
491 | |
488 | |
492 | /* now search all the 8 squares around recursively for a monster,in random order */ |
489 | /* now search all the 8 squares around recursively for a monster,in random order */ |
493 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
490 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
494 | { |
491 | { |
495 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
492 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
496 | if (theMonsterToFind != NULL) |
493 | if (theMonsterToFind != NULL) |
497 | return theMonsterToFind; |
494 | return theMonsterToFind; |
498 | } |
495 | } |
|
|
496 | |
499 | return theMonsterToFind; |
497 | return theMonsterToFind; |
500 | } |
498 | } |
501 | |
|
|
502 | |
499 | |
503 | /* sets up some data structures: the _recursive form does the |
500 | /* sets up some data structures: the _recursive form does the |
504 | real work. */ |
501 | real work. */ |
505 | |
|
|
506 | object * |
502 | object * |
507 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
503 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
508 | { |
504 | { |
509 | char **layout2; |
505 | Layout layout2 (RP); |
510 | int i, j; |
506 | |
|
|
507 | layout2->clear (); |
|
|
508 | |
|
|
509 | /* allocate and copy the layout, converting C to 0. */ |
|
|
510 | for (int i = 0; i < layout2->w; i++) |
|
|
511 | for (int j = 0; j < layout2->h; j++) |
|
|
512 | if (wall_blocked (map, i, j)) |
|
|
513 | layout2[i][j] = '#'; |
511 | |
514 | |
512 | theMonsterToFind = 0; |
515 | theMonsterToFind = 0; |
513 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
514 | /* allocate and copy the layout, converting C to 0. */ |
|
|
515 | for (i = 0; i < RP->Xsize; i++) |
|
|
516 | { |
|
|
517 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
518 | for (j = 0; j < RP->Ysize; j++) |
|
|
519 | { |
|
|
520 | if (wall_blocked (map, i, j)) |
|
|
521 | layout2[i][j] = '#'; |
|
|
522 | } |
|
|
523 | } |
|
|
524 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
516 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
525 | |
517 | |
526 | /* deallocate the temp. layout */ |
518 | layout2.free (); |
527 | for (i = 0; i < RP->Xsize; i++) |
|
|
528 | { |
|
|
529 | free (layout2[i]); |
|
|
530 | } |
|
|
531 | free (layout2); |
|
|
532 | |
519 | |
533 | return theMonsterToFind; |
520 | return theMonsterToFind; |
534 | } |
521 | } |
535 | |
522 | |
536 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
523 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
… | |
… | |
561 | room_free_spots_x[number_of_free_spots_in_room] = x; |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
562 | room_free_spots_y[number_of_free_spots_in_room] = y; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
563 | number_of_free_spots_in_room++; |
550 | number_of_free_spots_in_room++; |
564 | |
551 | |
565 | /* now search all the 8 squares around recursively for free spots,in random order */ |
552 | /* now search all the 8 squares around recursively for free spots,in random order */ |
566 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
553 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
567 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
554 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
568 | |
555 | |
569 | } |
556 | } |
570 | |
557 | |
571 | /* find a random non-blocked spot in this room to drop a key. */ |
558 | /* find a random non-blocked spot in this room to drop a key. */ |
… | |
… | |
592 | /* setup num_free_spots and room_free_spots */ |
579 | /* setup num_free_spots and room_free_spots */ |
593 | find_spot_in_room_recursive (layout2, x, y, RP); |
580 | find_spot_in_room_recursive (layout2, x, y, RP); |
594 | |
581 | |
595 | if (number_of_free_spots_in_room > 0) |
582 | if (number_of_free_spots_in_room > 0) |
596 | { |
583 | { |
597 | i = RANDOM () % number_of_free_spots_in_room; |
584 | i = rmg_rndm (number_of_free_spots_in_room); |
598 | *kx = room_free_spots_x[i]; |
585 | *kx = room_free_spots_x[i]; |
599 | *ky = room_free_spots_y[i]; |
586 | *ky = room_free_spots_y[i]; |
600 | } |
587 | } |
601 | |
588 | |
602 | /* deallocate the temp. layout */ |
589 | /* deallocate the temp. layout */ |
… | |
… | |
670 | *cy = ly; |
657 | *cy = ly; |
671 | return; |
658 | return; |
672 | } |
659 | } |
673 | } |
660 | } |
674 | /* give up and return the closest free spot. */ |
661 | /* give up and return the closest free spot. */ |
675 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
662 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
676 | |
663 | |
677 | if (i != -1) |
664 | if (i != -1) |
678 | { |
665 | { |
679 | *cx = x + freearr_x[i]; |
666 | *cx = x + freearr_x[i]; |
680 | *cy = y + freearr_y[i]; |
667 | *cy = y + freearr_y[i]; |
… | |
… | |
685 | *cx = -1; |
672 | *cx = -1; |
686 | *cy = -1; |
673 | *cy = -1; |
687 | } |
674 | } |
688 | } |
675 | } |
689 | |
676 | |
690 | |
|
|
691 | void |
677 | void |
692 | remove_monsters (int x, int y, maptile *map) |
678 | remove_monsters (int x, int y, maptile *map) |
693 | { |
679 | { |
694 | object *tmp; |
680 | object *tmp; |
695 | |
681 | |
696 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
682 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
697 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
683 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
698 | { |
684 | { |
699 | if (tmp->head) |
685 | if (tmp->head) |
700 | tmp = tmp->head; |
686 | tmp = tmp->head; |
701 | tmp->remove (); |
687 | tmp->remove (); |
… | |
… | |
704 | if (tmp == NULL) |
690 | if (tmp == NULL) |
705 | break; |
691 | break; |
706 | }; |
692 | }; |
707 | } |
693 | } |
708 | |
694 | |
709 | |
|
|
710 | /* surrounds the point x,y by doors, so as to enclose something, like |
695 | /* surrounds the point x,y by doors, so as to enclose something, like |
711 | a chest. It only goes as far as the 8 squares surrounding, and |
696 | a chest. It only goes as far as the 8 squares surrounding, and |
712 | it'll remove any monsters it finds.*/ |
697 | it'll remove any monsters it finds.*/ |
713 | |
|
|
714 | object ** |
698 | object ** |
715 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
699 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
716 | { |
700 | { |
717 | int i; |
701 | int i; |
718 | char *doors[2]; |
702 | const char *doors[2]; |
719 | object **doorlist; |
703 | object **doorlist; |
720 | int ndoors_made = 0; |
704 | int ndoors_made = 0; |
721 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
705 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
722 | |
706 | |
723 | /* this is a list we pick from, for horizontal and vertical doors */ |
707 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
735 | /* place doors in all the 8 adjacent unblocked squares. */ |
719 | /* place doors in all the 8 adjacent unblocked squares. */ |
736 | for (i = 1; i < 9; i++) |
720 | for (i = 1; i < 9; i++) |
737 | { |
721 | { |
738 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
722 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
739 | |
723 | |
740 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
724 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
741 | { /* place a door */ |
725 | { /* place a door */ |
|
|
726 | remove_monsters (x1, y1, map); |
|
|
727 | |
742 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
728 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
743 | |
729 | map->insert (new_door, x1, y1); |
744 | new_door->x = x + freearr_x[i]; |
|
|
745 | new_door->y = y + freearr_y[i]; |
|
|
746 | remove_monsters (new_door->x, new_door->y, map); |
|
|
747 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
748 | doorlist[ndoors_made] = new_door; |
730 | doorlist[ndoors_made] = new_door; |
749 | ndoors_made++; |
731 | ndoors_made++; |
750 | } |
732 | } |
751 | } |
733 | } |
|
|
734 | |
752 | return doorlist; |
735 | return doorlist; |
753 | } |
736 | } |
754 | |
737 | |
755 | |
738 | |
756 | /* returns the first door in this square, or NULL if there isn't a door. */ |
739 | /* returns the first door in this square, or NULL if there isn't a door. */ |
… | |
… | |
762 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
745 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
763 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
746 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
764 | return tmp; |
747 | return tmp; |
765 | return NULL; |
748 | return NULL; |
766 | } |
749 | } |
767 | |
|
|
768 | |
750 | |
769 | /* the workhorse routine, which finds the doors in a room */ |
751 | /* the workhorse routine, which finds the doors in a room */ |
770 | void |
752 | void |
771 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
772 | { |
754 | { |
… | |
… | |
787 | layout[x][y] = 1; |
769 | layout[x][y] = 1; |
788 | door = door_in_square (map, x, y); |
770 | door = door_in_square (map, x, y); |
789 | if (door) |
771 | if (door) |
790 | { |
772 | { |
791 | doorlist[*ndoors] = door; |
773 | doorlist[*ndoors] = door; |
|
|
774 | |
792 | if (*ndoors > 1022) /* eek! out of memory */ |
775 | if (*ndoors > 1022) /* eek! out of memory */ |
793 | { |
776 | { |
794 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
795 | return; |
778 | return; |
796 | } |
779 | } |
… | |
… | |
799 | } |
782 | } |
800 | } |
783 | } |
801 | else |
784 | else |
802 | { |
785 | { |
803 | layout[x][y] = 1; |
786 | layout[x][y] = 1; |
|
|
787 | |
804 | /* now search all the 8 squares around recursively for free spots,in random order */ |
788 | /* now search all the 8 squares around recursively for free spots,in random order */ |
805 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
789 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
806 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
790 | find_doors_in_room_recursive (layout, map, |
|
|
791 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
792 | doorlist, ndoors, RP); |
807 | } |
793 | } |
808 | } |
794 | } |
809 | |
795 | |
810 | /* find a random non-blocked spot in this room to drop a key. */ |
796 | /* find a random non-blocked spot in this room to drop a key. */ |
811 | object ** |
797 | object ** |
812 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
798 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
813 | { |
799 | { |
814 | char **layout2; |
|
|
815 | object **doorlist; |
|
|
816 | int i, j; |
800 | int i, j; |
817 | int ndoors = 0; |
801 | int ndoors = 0; |
818 | |
802 | |
819 | doorlist = (object **) calloc (sizeof (int), 1024); |
803 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
820 | |
804 | |
821 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
805 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
|
|
806 | layout2.clear (); |
|
|
807 | |
822 | /* allocate and copy the layout, converting C to 0. */ |
808 | /* allocate and copy the layout, converting C to 0. */ |
823 | for (i = 0; i < RP->Xsize; i++) |
809 | for (i = 0; i < RP->Xsize; i++) |
824 | { |
|
|
825 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
826 | for (j = 0; j < RP->Ysize; j++) |
810 | for (j = 0; j < RP->Ysize; j++) |
827 | { |
811 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
828 | if (wall_blocked (map, i, j)) |
|
|
829 | layout2[i][j] = '#'; |
|
|
830 | } |
|
|
831 | } |
|
|
832 | |
812 | |
833 | /* setup num_free_spots and room_free_spots */ |
813 | /* setup num_free_spots and room_free_spots */ |
834 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
814 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
835 | |
815 | |
836 | /* deallocate the temp. layout */ |
|
|
837 | for (i = 0; i < RP->Xsize; i++) |
|
|
838 | free (layout2[i]); |
|
|
839 | |
|
|
840 | free (layout2); |
|
|
841 | return doorlist; |
816 | return doorlist; |
842 | } |
817 | } |
843 | |
|
|
844 | |
|
|
845 | |
818 | |
846 | /* locks and/or hides all the doors in doorlist, or does nothing if |
819 | /* locks and/or hides all the doors in doorlist, or does nothing if |
847 | opts doesn't say to lock/hide doors. */ |
820 | opts doesn't say to lock/hide doors. */ |
848 | |
|
|
849 | void |
821 | void |
850 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
822 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
851 | { |
823 | { |
852 | object *door; |
824 | object *door; |
853 | int i; |
825 | int i; |
… | |
… | |
857 | if (opts & DOORED) |
829 | if (opts & DOORED) |
858 | { |
830 | { |
859 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
831 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
860 | { |
832 | { |
861 | object *new_door = get_archetype ("locked_door1"); |
833 | object *new_door = get_archetype ("locked_door1"); |
862 | char keybuf[1024]; |
|
|
863 | |
834 | |
864 | door = doorlist[i]; |
835 | door = doorlist[i]; |
865 | new_door->face = door->face; |
836 | new_door->face = door->face; |
866 | new_door->x = door->x; |
837 | new_door->x = door->x; |
867 | new_door->y = door->y; |
838 | new_door->y = door->y; |
868 | door->remove (); |
839 | door->remove (); |
869 | door->destroy (); |
840 | door->destroy (); |
870 | doorlist[i] = new_door; |
841 | doorlist[i] = new_door; |
871 | insert_ob_in_map (new_door, map, NULL, 0); |
842 | insert_ob_in_map (new_door, map, NULL, 0); |
872 | sprintf (keybuf, "%d", (int) RANDOM ()); |
843 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
873 | new_door->slaying = keybuf; |
|
|
874 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
844 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
875 | } |
845 | } |
876 | } |
846 | } |
877 | |
847 | |
878 | /* change the faces of the doors and surrounding walls to hide them. */ |
848 | /* change the faces of the doors and surrounding walls to hide them. */ |
879 | if (opts & HIDDEN) |
849 | if (opts & HIDDEN) |
… | |
… | |
888 | { |
858 | { |
889 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
859 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
890 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
860 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
891 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
861 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
892 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
862 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
863 | |
893 | door->face = wallface->face; |
864 | door->face = wallface->face; |
|
|
865 | |
894 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
866 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
895 | wallface->remove (); |
867 | wallface->remove (); |
|
|
868 | |
896 | wallface->destroy (); |
869 | wallface->destroy (); |
897 | } |
870 | } |
898 | } |
871 | } |
899 | } |
872 | } |
900 | } |
873 | } |