… | |
… | |
45 | /* a macro to get a strongly centered random distribution, |
45 | /* a macro to get a strongly centered random distribution, |
46 | from 0 to x, centered at x/2 */ |
46 | from 0 to x, centered at x/2 */ |
47 | static int |
47 | static int |
48 | bc_random (int x) |
48 | bc_random (int x) |
49 | { |
49 | { |
50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
50 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
|
|
51 | } |
|
|
52 | |
|
|
53 | static object * |
|
|
54 | gen_key (const shstr &keycode) |
|
|
55 | { |
|
|
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; |
|
|
61 | key->speed_left = -1.f; |
|
|
62 | key->flag [FLAG_IS_USED_UP] = true; |
|
|
63 | key->set_speed (1.f / 300.f); |
|
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64 | |
|
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65 | return key; |
|
|
66 | } |
|
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67 | |
|
|
68 | /* places keys in the map, preferably in something alive. |
|
|
69 | keycode is the key's code, |
|
|
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 | |
|
|
75 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
76 | sure a key is placed on both sides of the door. |
|
|
77 | */ |
|
|
78 | static int |
|
|
79 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
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 | { |
|
|
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 | { |
|
|
93 | i = rmg_rndm (RP->Xsize - 2) + 1; |
|
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94 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
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 | |
|
|
146 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
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); |
|
|
152 | } |
|
|
153 | |
|
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154 | the_key->destroy (); |
|
|
155 | return 1; |
|
|
156 | } |
|
|
157 | } |
|
|
158 | |
|
|
159 | if (the_keymaster) |
|
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160 | the_keymaster->head_ ()->insert (the_key); |
|
|
161 | else |
|
|
162 | { |
|
|
163 | the_key->x = kx; |
|
|
164 | the_key->y = ky; |
|
|
165 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
166 | } |
|
|
167 | |
|
|
168 | return 1; |
51 | } |
169 | } |
52 | |
170 | |
53 | /* 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 |
54 | * and doors but not monsters. |
172 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
173 | * This function is not map tile aware. |
… | |
… | |
82 | if (treasure_style) |
200 | if (treasure_style) |
83 | if (!strcmp (treasure_style, "none")) |
201 | if (!strcmp (treasure_style, "none")) |
84 | return; |
202 | return; |
85 | |
203 | |
86 | if (treasureoptions <= 0) |
204 | if (treasureoptions <= 0) |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
205 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
88 | |
206 | |
89 | /* filter out the mutually exclusive options */ |
207 | /* filter out the mutually exclusive options */ |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
208 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
91 | { |
209 | { |
92 | if (rndm (2)) |
210 | if (rmg_rndm (2)) |
93 | treasureoptions -= 1; |
211 | treasureoptions -= 1; |
94 | else |
212 | else |
95 | treasureoptions -= 2; |
213 | treasureoptions -= 2; |
96 | } |
214 | } |
97 | |
215 | |
… | |
… | |
157 | } |
275 | } |
158 | } |
276 | } |
159 | } |
277 | } |
160 | break; |
278 | break; |
161 | } |
279 | } |
|
|
280 | |
162 | default: |
281 | default: |
163 | { |
282 | { |
164 | int i, j, tries; |
283 | int i, j, tries; |
165 | object *chest; |
284 | object *chest; |
166 | object **doorlist; |
285 | object **doorlist; |
167 | |
286 | |
168 | i = j = -1; |
287 | i = j = -1; |
169 | tries = 0; |
288 | tries = 0; |
170 | while (i == -1 && tries < 100) |
289 | while (i == -1 && tries < 100) |
171 | { |
290 | { |
172 | i = rndm (RP->Xsize - 2) + 1; |
291 | i = rmg_rndm (RP->Xsize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
292 | j = rmg_rndm (RP->Ysize - 2) + 1; |
174 | find_enclosed_spot (map, &i, &j, RP); |
293 | find_enclosed_spot (map, &i, &j, RP); |
175 | |
294 | |
176 | if (wall_blocked (map, i, j)) |
295 | if (wall_blocked (map, i, j)) |
177 | i = -1; |
296 | i = -1; |
178 | |
297 | |
… | |
… | |
199 | { /* DIFFUSE treasure layout */ |
318 | { /* DIFFUSE treasure layout */ |
200 | int ti, i, j; |
319 | int ti, i, j; |
201 | |
320 | |
202 | for (ti = 0; ti < num_treasures; ti++) |
321 | for (ti = 0; ti < num_treasures; ti++) |
203 | { |
322 | { |
204 | i = rndm (RP->Xsize - 2) + 1; |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
205 | j = rndm (RP->Ysize - 2) + 1; |
324 | j = rmg_rndm (RP->Ysize - 2) + 1; |
206 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
325 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
207 | } |
326 | } |
208 | } |
327 | } |
209 | } |
328 | } |
210 | |
329 | |
… | |
… | |
212 | 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, |
213 | 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 */ |
214 | object * |
333 | object * |
215 | 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) |
216 | { |
335 | { |
217 | object *the_chest; |
|
|
218 | int i, xl, yl; |
|
|
219 | |
|
|
220 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
221 | |
337 | |
222 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
223 | 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 |
224 | if (i == -1) |
340 | if (i == -1) |
225 | { |
341 | { |
226 | the_chest->destroy (); |
342 | the_chest->destroy (); |
227 | return NULL; |
343 | return NULL; |
228 | } |
344 | } |
229 | |
345 | |
230 | xl = x + freearr_x[i]; |
346 | int xl = x + freearr_x[i]; |
231 | yl = y + freearr_y[i]; |
347 | int yl = y + freearr_y[i]; |
232 | |
348 | |
233 | /* if the placement is blocked, return a fail. */ |
349 | /* if the placement is blocked, return a fail. */ |
234 | if (wall_blocked (map, xl, yl)) |
350 | if (wall_blocked (map, xl, yl)) |
235 | return 0; |
351 | return 0; |
236 | |
352 | |
… | |
… | |
243 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
359 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
244 | |
360 | |
245 | if (tlist != NULL) |
361 | if (tlist != NULL) |
246 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
247 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
248 | object *new_treasure = style_map->pick_random_object (); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
249 | |
365 | |
250 | 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); |
251 | } |
367 | } |
252 | else |
368 | else |
253 | { /* use the style map */ |
369 | { /* use the style map */ |
… | |
… | |
264 | |
380 | |
265 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
266 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
267 | { |
383 | { |
268 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
269 | object *the_trap; |
|
|
270 | |
385 | |
271 | if (trap_map) |
386 | if (trap_map) |
272 | { |
387 | { |
273 | the_trap = trap_map->pick_random_object (); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
389 | |
274 | the_trap->stats.Cha = 10 + RP->difficulty; |
390 | the_trap->stats.Cha = 10 + RP->difficulty; |
275 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
391 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
392 | |
276 | if (the_trap) |
393 | if (the_trap) |
277 | { |
394 | { |
278 | object *new_trap; |
395 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
279 | |
396 | |
280 | new_trap = arch_to_object (the_trap->arch); |
|
|
281 | new_trap->copy_to (the_trap); |
|
|
282 | new_trap->x = x; |
397 | new_trap->x = x; |
283 | new_trap->y = y; |
398 | new_trap->y = y; |
284 | insert_ob_in_ob (new_trap, the_chest); |
399 | insert_ob_in_ob (new_trap, the_chest); |
285 | } |
400 | } |
286 | } |
401 | } |
… | |
… | |
289 | /* set the chest lock code, and call the keyplacer routine with |
404 | /* set the chest lock code, and call the keyplacer routine with |
290 | 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 |
291 | there's only 1 treasure.... */ |
406 | there's only 1 treasure.... */ |
292 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
293 | { |
408 | { |
294 | char keybuf[1024]; |
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
295 | |
|
|
296 | sprintf (keybuf, "%d", rndm (1000000000)); |
|
|
297 | the_chest->slaying = keybuf; |
|
|
298 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
299 | } |
411 | } |
300 | |
412 | |
301 | /* actually place the chest. */ |
413 | /* actually place the chest. */ |
302 | the_chest->x = xl; |
414 | the_chest->x = xl; |
303 | the_chest->y = yl; |
415 | the_chest->y = yl; |
… | |
… | |
332 | } |
444 | } |
333 | } |
445 | } |
334 | return NULL; |
446 | return NULL; |
335 | } |
447 | } |
336 | |
448 | |
337 | |
|
|
338 | |
|
|
339 | /* places keys in the map, preferably in something alive. |
|
|
340 | keycode is the key's code, |
|
|
341 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
342 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
343 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
344 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
345 | |
|
|
346 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
347 | sure a key is placed on both sides of the door. |
|
|
348 | */ |
|
|
349 | int |
|
|
350 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
351 | { |
|
|
352 | int i, j; |
|
|
353 | int kx = 0, ky = 0; |
|
|
354 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
355 | object *the_key; |
|
|
356 | |
|
|
357 | /* get a key and set its keycode */ |
|
|
358 | the_key = get_archetype ("key2"); |
|
|
359 | the_key->slaying = keycode; |
|
|
360 | |
|
|
361 | if (door_flag == PASS_DOORS) |
|
|
362 | { |
|
|
363 | int tries = 0; |
|
|
364 | |
|
|
365 | the_keymaster = 0; |
|
|
366 | while (tries < 15 && !the_keymaster) |
|
|
367 | { |
|
|
368 | i = rndm (RP->Xsize - 2) + 1; |
|
|
369 | j = rndm (RP->Ysize - 2) + 1; |
|
|
370 | tries++; |
|
|
371 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
372 | } |
|
|
373 | |
|
|
374 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
375 | if (!the_keymaster) |
|
|
376 | { |
|
|
377 | int freeindex; |
|
|
378 | |
|
|
379 | freeindex = -1; |
|
|
380 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
381 | { |
|
|
382 | kx = rndm (RP->Xsize - 2) + 1; |
|
|
383 | ky = rndm (RP->Ysize - 2) + 1; |
|
|
384 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
385 | } |
|
|
386 | |
|
|
387 | // can freeindex ever be < 0? |
|
|
388 | if (freeindex >= 0) |
|
|
389 | { |
|
|
390 | kx += freearr_x [freeindex]; |
|
|
391 | ky += freearr_y [freeindex]; |
|
|
392 | } |
|
|
393 | } |
|
|
394 | } |
|
|
395 | else |
|
|
396 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
397 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
398 | NO_PASS_DOORS is set. */ |
|
|
399 | if (n_keys == 1) |
|
|
400 | { |
|
|
401 | if (wall_blocked (map, x, y)) |
|
|
402 | return 0; |
|
|
403 | |
|
|
404 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
405 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
406 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
407 | } |
|
|
408 | else |
|
|
409 | { |
|
|
410 | int sum = 0; /* count how many keys we actually place */ |
|
|
411 | |
|
|
412 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
413 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
414 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
415 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
416 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
417 | |
|
|
418 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
419 | { /* diagonally this time. */ |
|
|
420 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
421 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
422 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
423 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
424 | } |
|
|
425 | |
|
|
426 | return 1; |
|
|
427 | } |
|
|
428 | } |
|
|
429 | |
|
|
430 | if (!the_keymaster) |
|
|
431 | { |
|
|
432 | the_key->x = kx; |
|
|
433 | the_key->y = ky; |
|
|
434 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
435 | return 1; |
|
|
436 | } |
|
|
437 | |
|
|
438 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
|
|
439 | return 1; |
|
|
440 | } |
|
|
441 | |
|
|
442 | |
|
|
443 | |
|
|
444 | /* 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. */ |
445 | |
450 | |
446 | object *theMonsterToFind; |
451 | object *theMonsterToFind; |
447 | |
452 | |
448 | /* 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. |
… | |
… | |
480 | return theMonsterToFind; |
485 | return theMonsterToFind; |
481 | } |
486 | } |
482 | } |
487 | } |
483 | |
488 | |
484 | /* 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 */ |
485 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
490 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
486 | { |
491 | { |
487 | 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); |
488 | if (theMonsterToFind != NULL) |
493 | if (theMonsterToFind != NULL) |
489 | return theMonsterToFind; |
494 | return theMonsterToFind; |
490 | } |
495 | } |
|
|
496 | |
491 | return theMonsterToFind; |
497 | return theMonsterToFind; |
492 | } |
498 | } |
493 | |
|
|
494 | |
499 | |
495 | /* sets up some data structures: the _recursive form does the |
500 | /* sets up some data structures: the _recursive form does the |
496 | real work. */ |
501 | real work. */ |
497 | |
|
|
498 | object * |
502 | object * |
499 | 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) |
500 | { |
504 | { |
501 | char **layout2; |
505 | Layout layout2 (RP); |
502 | 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] = '#'; |
503 | |
514 | |
504 | theMonsterToFind = 0; |
515 | theMonsterToFind = 0; |
505 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
506 | /* allocate and copy the layout, converting C to 0. */ |
|
|
507 | for (i = 0; i < RP->Xsize; i++) |
|
|
508 | { |
|
|
509 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
510 | for (j = 0; j < RP->Ysize; j++) |
|
|
511 | if (wall_blocked (map, i, j)) |
|
|
512 | layout2[i][j] = '#'; |
|
|
513 | } |
|
|
514 | |
|
|
515 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
516 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
516 | |
517 | |
517 | /* deallocate the temp. layout */ |
518 | layout2.free (); |
518 | for (i = 0; i < RP->Xsize; i++) |
|
|
519 | free (layout2[i]); |
|
|
520 | |
|
|
521 | free (layout2); |
|
|
522 | |
519 | |
523 | return theMonsterToFind; |
520 | return theMonsterToFind; |
524 | } |
521 | } |
525 | |
522 | |
526 | /* 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 */ |
… | |
… | |
551 | room_free_spots_x[number_of_free_spots_in_room] = x; |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
552 | room_free_spots_y[number_of_free_spots_in_room] = y; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
553 | number_of_free_spots_in_room++; |
550 | number_of_free_spots_in_room++; |
554 | |
551 | |
555 | /* 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 */ |
556 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
553 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
557 | 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); |
558 | |
555 | |
559 | } |
556 | } |
560 | |
557 | |
561 | /* 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. */ |
… | |
… | |
582 | /* setup num_free_spots and room_free_spots */ |
579 | /* setup num_free_spots and room_free_spots */ |
583 | find_spot_in_room_recursive (layout2, x, y, RP); |
580 | find_spot_in_room_recursive (layout2, x, y, RP); |
584 | |
581 | |
585 | if (number_of_free_spots_in_room > 0) |
582 | if (number_of_free_spots_in_room > 0) |
586 | { |
583 | { |
587 | i = rndm (number_of_free_spots_in_room); |
584 | i = rmg_rndm (number_of_free_spots_in_room); |
588 | *kx = room_free_spots_x[i]; |
585 | *kx = room_free_spots_x[i]; |
589 | *ky = room_free_spots_y[i]; |
586 | *ky = room_free_spots_y[i]; |
590 | } |
587 | } |
591 | |
588 | |
592 | /* deallocate the temp. layout */ |
589 | /* deallocate the temp. layout */ |
… | |
… | |
660 | *cy = ly; |
657 | *cy = ly; |
661 | return; |
658 | return; |
662 | } |
659 | } |
663 | } |
660 | } |
664 | /* give up and return the closest free spot. */ |
661 | /* give up and return the closest free spot. */ |
665 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
662 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
666 | |
663 | |
667 | if (i != -1) |
664 | if (i != -1) |
668 | { |
665 | { |
669 | *cx = x + freearr_x[i]; |
666 | *cx = x + freearr_x[i]; |
670 | *cy = y + freearr_y[i]; |
667 | *cy = y + freearr_y[i]; |
… | |
… | |
787 | else |
784 | else |
788 | { |
785 | { |
789 | layout[x][y] = 1; |
786 | layout[x][y] = 1; |
790 | |
787 | |
791 | /* 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 */ |
792 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
789 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
793 | find_doors_in_room_recursive (layout, map, |
790 | find_doors_in_room_recursive (layout, map, |
794 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
791 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
795 | doorlist, ndoors, RP); |
792 | doorlist, ndoors, RP); |
796 | } |
793 | } |
797 | } |
794 | } |
… | |
… | |
801 | 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) |
802 | { |
799 | { |
803 | int i, j; |
800 | int i, j; |
804 | int ndoors = 0; |
801 | int ndoors = 0; |
805 | |
802 | |
806 | object **doorlist = (object **) calloc (sizeof (int), 1024); |
803 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
807 | |
804 | |
808 | MazeData layout2 (RP->Xsize, RP->Ysize); |
805 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
|
|
806 | layout2.clear (); |
809 | |
807 | |
810 | /* allocate and copy the layout, converting C to 0. */ |
808 | /* allocate and copy the layout, converting C to 0. */ |
811 | for (i = 0; i < RP->Xsize; i++) |
809 | for (i = 0; i < RP->Xsize; i++) |
812 | for (j = 0; j < RP->Ysize; j++) |
810 | for (j = 0; j < RP->Ysize; j++) |
813 | if (wall_blocked (map, i, j)) |
811 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
814 | layout2[i][j] = '#'; |
|
|
815 | |
812 | |
816 | /* setup num_free_spots and room_free_spots */ |
813 | /* setup num_free_spots and room_free_spots */ |
817 | 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); |
818 | |
815 | |
819 | return doorlist; |
816 | return doorlist; |
… | |
… | |
832 | if (opts & DOORED) |
829 | if (opts & DOORED) |
833 | { |
830 | { |
834 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
831 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
835 | { |
832 | { |
836 | object *new_door = get_archetype ("locked_door1"); |
833 | object *new_door = get_archetype ("locked_door1"); |
837 | char keybuf[1024]; |
|
|
838 | |
834 | |
839 | door = doorlist[i]; |
835 | door = doorlist[i]; |
840 | new_door->face = door->face; |
836 | new_door->face = door->face; |
841 | new_door->x = door->x; |
837 | new_door->x = door->x; |
842 | new_door->y = door->y; |
838 | new_door->y = door->y; |
843 | door->remove (); |
839 | door->remove (); |
844 | door->destroy (); |
840 | door->destroy (); |
845 | doorlist[i] = new_door; |
841 | doorlist[i] = new_door; |
846 | insert_ob_in_map (new_door, map, NULL, 0); |
842 | insert_ob_in_map (new_door, map, NULL, 0); |
847 | sprintf (keybuf, "%d", rndm (1000000000)); |
843 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
848 | new_door->slaying = keybuf; |
|
|
849 | 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); |
850 | } |
845 | } |
851 | } |
846 | } |
852 | |
847 | |
853 | /* 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. */ |
854 | if (opts & HIDDEN) |
849 | if (opts & HIDDEN) |
… | |
… | |
863 | { |
858 | { |
864 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
859 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
865 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
860 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
866 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
861 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
867 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
862 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
863 | |
868 | door->face = wallface->face; |
864 | door->face = wallface->face; |
|
|
865 | |
869 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
866 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
870 | wallface->remove (); |
867 | wallface->remove (); |
|
|
868 | |
871 | wallface->destroy (); |
869 | wallface->destroy (); |
872 | } |
870 | } |
873 | } |
871 | } |
874 | } |
872 | } |
875 | } |
873 | } |