… | |
… | |
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 */ |
|
|
57 | object *key = archetype::get (shstr_key_random_map); |
|
|
58 | key->slaying = keycode; |
|
|
59 | return key; |
|
|
60 | } |
|
|
61 | |
|
|
62 | /* places keys in the map, preferably in something alive. |
|
|
63 | keycode is the key's code, |
|
|
64 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
65 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
66 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
67 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
68 | |
|
|
69 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
70 | sure a key is placed on both sides of the door. |
|
|
71 | */ |
|
|
72 | static int |
|
|
73 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
74 | { |
|
|
75 | int i, j; |
|
|
76 | int kx = 0, ky = 0; |
|
|
77 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
78 | object *the_key = gen_key (keycode); |
|
|
79 | |
|
|
80 | if (door_flag == PASS_DOORS) |
|
|
81 | { |
|
|
82 | int tries = 0; |
|
|
83 | |
|
|
84 | the_keymaster = 0; |
|
|
85 | while (tries < 15 && !the_keymaster) |
|
|
86 | { |
|
|
87 | i = rmg_rndm (RP->Xsize - 2) + 1; |
|
|
88 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
89 | tries++; |
|
|
90 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
91 | } |
|
|
92 | |
|
|
93 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
94 | if (!the_keymaster) |
|
|
95 | { |
|
|
96 | int freeindex; |
|
|
97 | |
|
|
98 | freeindex = -1; |
|
|
99 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
100 | { |
|
|
101 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
|
|
102 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
103 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
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104 | } |
|
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105 | |
|
|
106 | // can freeindex ever be < 0? |
|
|
107 | if (freeindex >= 0) |
|
|
108 | { |
|
|
109 | kx += freearr_x [freeindex]; |
|
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110 | ky += freearr_y [freeindex]; |
|
|
111 | } |
|
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112 | } |
|
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113 | } |
|
|
114 | else |
|
|
115 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
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116 | /* don't try to keyplace if we're sitting on a blocked square and |
|
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117 | NO_PASS_DOORS is set. */ |
|
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118 | if (n_keys == 1) |
|
|
119 | { |
|
|
120 | if (wall_blocked (map, x, y)) |
|
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121 | { |
|
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122 | the_key->destroy (true); |
|
|
123 | return 0; |
|
|
124 | } |
|
|
125 | |
|
|
126 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
127 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
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128 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
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129 | } |
|
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130 | else |
|
|
131 | { |
|
|
132 | int sum = 0; /* count how many keys we actually place */ |
|
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133 | |
|
|
134 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
135 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
136 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
137 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
138 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
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139 | |
|
|
140 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
141 | { /* diagonally this time. */ |
|
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142 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
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143 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
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144 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
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145 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
146 | } |
|
|
147 | |
|
|
148 | the_key->destroy (true); |
|
|
149 | return 1; |
|
|
150 | } |
|
|
151 | } |
|
|
152 | |
|
|
153 | if (the_keymaster) |
|
|
154 | the_keymaster->head_ ()->insert (the_key); |
|
|
155 | else |
|
|
156 | { |
|
|
157 | the_key->x = kx; |
|
|
158 | the_key->y = ky; |
|
|
159 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
160 | } |
|
|
161 | |
|
|
162 | return 1; |
51 | } |
163 | } |
52 | |
164 | |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
165 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | * and doors but not monsters. |
166 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
167 | * This function is not map tile aware. |
… | |
… | |
82 | if (treasure_style) |
194 | if (treasure_style) |
83 | if (!strcmp (treasure_style, "none")) |
195 | if (!strcmp (treasure_style, "none")) |
84 | return; |
196 | return; |
85 | |
197 | |
86 | if (treasureoptions <= 0) |
198 | if (treasureoptions <= 0) |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
199 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
88 | |
200 | |
89 | /* filter out the mutually exclusive options */ |
201 | /* filter out the mutually exclusive options */ |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
202 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
91 | { |
203 | { |
92 | if (rndm (2)) |
204 | if (rmg_rndm (2)) |
93 | treasureoptions -= 1; |
205 | treasureoptions -= 1; |
94 | else |
206 | else |
95 | treasureoptions -= 2; |
207 | treasureoptions -= 2; |
96 | } |
208 | } |
97 | |
209 | |
… | |
… | |
157 | } |
269 | } |
158 | } |
270 | } |
159 | } |
271 | } |
160 | break; |
272 | break; |
161 | } |
273 | } |
|
|
274 | |
162 | default: |
275 | default: |
163 | { |
276 | { |
164 | int i, j, tries; |
277 | int i, j, tries; |
165 | object *chest; |
278 | object *chest; |
166 | object **doorlist; |
279 | object **doorlist; |
167 | |
280 | |
168 | i = j = -1; |
281 | i = j = -1; |
169 | tries = 0; |
282 | tries = 0; |
170 | while (i == -1 && tries < 100) |
283 | while (i == -1 && tries < 100) |
171 | { |
284 | { |
172 | i = rndm (RP->Xsize - 2) + 1; |
285 | i = rmg_rndm (RP->Xsize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
286 | j = rmg_rndm (RP->Ysize - 2) + 1; |
174 | find_enclosed_spot (map, &i, &j, RP); |
287 | find_enclosed_spot (map, &i, &j, RP); |
175 | |
288 | |
176 | if (wall_blocked (map, i, j)) |
289 | if (wall_blocked (map, i, j)) |
177 | i = -1; |
290 | i = -1; |
178 | |
291 | |
… | |
… | |
199 | { /* DIFFUSE treasure layout */ |
312 | { /* DIFFUSE treasure layout */ |
200 | int ti, i, j; |
313 | int ti, i, j; |
201 | |
314 | |
202 | for (ti = 0; ti < num_treasures; ti++) |
315 | for (ti = 0; ti < num_treasures; ti++) |
203 | { |
316 | { |
204 | i = rndm (RP->Xsize - 2) + 1; |
317 | i = rmg_rndm (RP->Xsize - 2) + 1; |
205 | j = rndm (RP->Ysize - 2) + 1; |
318 | j = rmg_rndm (RP->Ysize - 2) + 1; |
206 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
319 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
207 | } |
320 | } |
208 | } |
321 | } |
209 | } |
322 | } |
210 | |
323 | |
… | |
… | |
212 | determined (may be null, or may be a treasure list from lib/treasures, |
325 | 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 */ |
326 | if the global variable "treasurestyle" is set to that treasure list's name */ |
214 | object * |
327 | object * |
215 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
328 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
216 | { |
329 | { |
217 | object *the_chest; |
|
|
218 | int i, xl, yl; |
|
|
219 | |
|
|
220 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
330 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
221 | |
331 | |
222 | /* first, find a place to put the chest. */ |
332 | /* first, find a place to put the chest. */ |
223 | i = find_first_free_spot (the_chest, map, x, y); |
333 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
224 | if (i == -1) |
334 | if (i == -1) |
225 | { |
335 | { |
226 | the_chest->destroy (); |
336 | the_chest->destroy (true); |
227 | return NULL; |
337 | return NULL; |
228 | } |
338 | } |
229 | |
339 | |
230 | xl = x + freearr_x[i]; |
340 | int xl = x + freearr_x[i]; |
231 | yl = y + freearr_y[i]; |
341 | int yl = y + freearr_y[i]; |
232 | |
342 | |
233 | /* if the placement is blocked, return a fail. */ |
343 | /* if the placement is blocked, return a fail. */ |
234 | if (wall_blocked (map, xl, yl)) |
344 | if (wall_blocked (map, xl, yl)) |
235 | return 0; |
345 | return 0; |
236 | |
346 | |
… | |
… | |
243 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
353 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
244 | |
354 | |
245 | if (tlist != NULL) |
355 | if (tlist != NULL) |
246 | for (ti = 0; ti < n_treasures; ti++) |
356 | for (ti = 0; ti < n_treasures; ti++) |
247 | { /* use the treasure list */ |
357 | { /* use the treasure list */ |
248 | object *new_treasure = style_map->pick_random_object (); |
358 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
249 | |
359 | |
250 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
360 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
251 | } |
361 | } |
252 | else |
362 | else |
253 | { /* use the style map */ |
363 | { /* use the style map */ |
… | |
… | |
264 | |
374 | |
265 | /* stick a trap in the chest if required */ |
375 | /* stick a trap in the chest if required */ |
266 | if (treasureoptions & TRAPPED) |
376 | if (treasureoptions & TRAPPED) |
267 | { |
377 | { |
268 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
378 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
269 | object *the_trap; |
|
|
270 | |
379 | |
271 | if (trap_map) |
380 | if (trap_map) |
272 | { |
381 | { |
273 | the_trap = trap_map->pick_random_object (); |
382 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
383 | |
274 | the_trap->stats.Cha = 10 + RP->difficulty; |
384 | the_trap->stats.Cha = 10 + RP->difficulty; |
275 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
385 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
386 | |
276 | if (the_trap) |
387 | if (the_trap) |
277 | { |
388 | { |
278 | object *new_trap; |
389 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
279 | |
390 | |
280 | new_trap = arch_to_object (the_trap->arch); |
|
|
281 | new_trap->copy_to (the_trap); |
|
|
282 | new_trap->x = x; |
391 | new_trap->x = x; |
283 | new_trap->y = y; |
392 | new_trap->y = y; |
284 | insert_ob_in_ob (new_trap, the_chest); |
393 | insert_ob_in_ob (new_trap, the_chest); |
285 | } |
394 | } |
286 | } |
395 | } |
… | |
… | |
289 | /* set the chest lock code, and call the keyplacer routine with |
398 | /* set the chest lock code, and call the keyplacer routine with |
290 | the lockcode. It's not worth bothering to lock the chest if |
399 | the lockcode. It's not worth bothering to lock the chest if |
291 | there's only 1 treasure.... */ |
400 | there's only 1 treasure.... */ |
292 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
401 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
293 | { |
402 | { |
294 | char keybuf[1024]; |
403 | 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); |
404 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
299 | } |
405 | } |
300 | |
406 | |
301 | /* actually place the chest. */ |
407 | /* actually place the chest. */ |
302 | the_chest->x = xl; |
408 | the_chest->x = xl; |
303 | the_chest->y = yl; |
409 | the_chest->y = yl; |
… | |
… | |
332 | } |
438 | } |
333 | } |
439 | } |
334 | return NULL; |
440 | return NULL; |
335 | } |
441 | } |
336 | |
442 | |
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. */ |
443 | /* both find_monster_in_room routines need to have access to this. */ |
445 | |
444 | |
446 | object *theMonsterToFind; |
445 | object *theMonsterToFind; |
447 | |
446 | |
448 | /* a recursive routine which will return a monster, eventually,if there is one. |
447 | /* a recursive routine which will return a monster, eventually,if there is one. |
… | |
… | |
480 | return theMonsterToFind; |
479 | return theMonsterToFind; |
481 | } |
480 | } |
482 | } |
481 | } |
483 | |
482 | |
484 | /* now search all the 8 squares around recursively for a monster,in random order */ |
483 | /* 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++) |
484 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
486 | { |
485 | { |
487 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
486 | 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) |
487 | if (theMonsterToFind != NULL) |
489 | return theMonsterToFind; |
488 | return theMonsterToFind; |
490 | } |
489 | } |
|
|
490 | |
491 | return theMonsterToFind; |
491 | return theMonsterToFind; |
492 | } |
492 | } |
493 | |
|
|
494 | |
493 | |
495 | /* sets up some data structures: the _recursive form does the |
494 | /* sets up some data structures: the _recursive form does the |
496 | real work. */ |
495 | real work. */ |
497 | |
|
|
498 | object * |
496 | object * |
499 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
497 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
500 | { |
498 | { |
501 | char **layout2; |
499 | Layout layout2 (RP); |
502 | int i, j; |
500 | |
|
|
501 | layout2->clear (); |
|
|
502 | |
|
|
503 | /* allocate and copy the layout, converting C to 0. */ |
|
|
504 | for (int i = 0; i < layout2->w; i++) |
|
|
505 | for (int j = 0; j < layout2->h; j++) |
|
|
506 | if (wall_blocked (map, i, j)) |
|
|
507 | layout2[i][j] = '#'; |
503 | |
508 | |
504 | theMonsterToFind = 0; |
509 | 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); |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
516 | |
511 | |
517 | /* deallocate the temp. layout */ |
512 | layout2.free (); |
518 | for (i = 0; i < RP->Xsize; i++) |
|
|
519 | free (layout2[i]); |
|
|
520 | |
|
|
521 | free (layout2); |
|
|
522 | |
513 | |
523 | return theMonsterToFind; |
514 | return theMonsterToFind; |
524 | } |
515 | } |
525 | |
516 | |
526 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
517 | /* 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; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
552 | room_free_spots_y[number_of_free_spots_in_room] = y; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
553 | number_of_free_spots_in_room++; |
544 | number_of_free_spots_in_room++; |
554 | |
545 | |
555 | /* now search all the 8 squares around recursively for free spots,in random order */ |
546 | /* 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++) |
547 | 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); |
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
558 | |
549 | |
559 | } |
550 | } |
560 | |
551 | |
561 | /* find a random non-blocked spot in this room to drop a key. */ |
552 | /* find a random non-blocked spot in this room to drop a key. */ |
… | |
… | |
582 | /* setup num_free_spots and room_free_spots */ |
573 | /* setup num_free_spots and room_free_spots */ |
583 | find_spot_in_room_recursive (layout2, x, y, RP); |
574 | find_spot_in_room_recursive (layout2, x, y, RP); |
584 | |
575 | |
585 | if (number_of_free_spots_in_room > 0) |
576 | if (number_of_free_spots_in_room > 0) |
586 | { |
577 | { |
587 | i = rndm (number_of_free_spots_in_room); |
578 | i = rmg_rndm (number_of_free_spots_in_room); |
588 | *kx = room_free_spots_x[i]; |
579 | *kx = room_free_spots_x[i]; |
589 | *ky = room_free_spots_y[i]; |
580 | *ky = room_free_spots_y[i]; |
590 | } |
581 | } |
591 | |
582 | |
592 | /* deallocate the temp. layout */ |
583 | /* deallocate the temp. layout */ |
… | |
… | |
660 | *cy = ly; |
651 | *cy = ly; |
661 | return; |
652 | return; |
662 | } |
653 | } |
663 | } |
654 | } |
664 | /* give up and return the closest free spot. */ |
655 | /* give up and return the closest free spot. */ |
665 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
656 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
666 | |
657 | |
667 | if (i != -1) |
658 | if (i != -1) |
668 | { |
659 | { |
669 | *cx = x + freearr_x[i]; |
660 | *cx = x + freearr_x[i]; |
670 | *cy = y + freearr_y[i]; |
661 | *cy = y + freearr_y[i]; |
… | |
… | |
678 | } |
669 | } |
679 | |
670 | |
680 | void |
671 | void |
681 | remove_monsters (int x, int y, maptile *map) |
672 | remove_monsters (int x, int y, maptile *map) |
682 | { |
673 | { |
683 | object *tmp; |
|
|
684 | |
|
|
685 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
674 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
686 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
687 | { |
675 | { |
688 | if (tmp->head) |
676 | object *next = tmp->above; |
689 | tmp = tmp->head; |
677 | |
690 | tmp->remove (); |
678 | if (tmp->flag [FLAG_ALIVE]) |
691 | tmp->destroy (); |
679 | tmp->head_ ()->destroy (true); |
692 | tmp = GET_MAP_OB (map, x, y); |
680 | |
693 | if (tmp == NULL) |
681 | tmp = next; |
694 | break; |
|
|
695 | }; |
682 | } |
696 | } |
683 | } |
697 | |
684 | |
698 | /* surrounds the point x,y by doors, so as to enclose something, like |
685 | /* surrounds the point x,y by doors, so as to enclose something, like |
699 | a chest. It only goes as far as the 8 squares surrounding, and |
686 | a chest. It only goes as far as the 8 squares surrounding, and |
700 | it'll remove any monsters it finds.*/ |
687 | it'll remove any monsters it finds.*/ |
… | |
… | |
787 | else |
774 | else |
788 | { |
775 | { |
789 | layout[x][y] = 1; |
776 | layout[x][y] = 1; |
790 | |
777 | |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
778 | /* 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++) |
779 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
793 | find_doors_in_room_recursive (layout, map, |
780 | find_doors_in_room_recursive (layout, map, |
794 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
781 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
795 | doorlist, ndoors, RP); |
782 | doorlist, ndoors, RP); |
796 | } |
783 | } |
797 | } |
784 | } |
… | |
… | |
803 | int i, j; |
790 | int i, j; |
804 | int ndoors = 0; |
791 | int ndoors = 0; |
805 | |
792 | |
806 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
793 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
807 | |
794 | |
808 | MazeData layout2 (RP->Xsize, RP->Ysize); |
795 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
|
|
796 | layout2.clear (); |
809 | |
797 | |
810 | /* allocate and copy the layout, converting C to 0. */ |
798 | /* allocate and copy the layout, converting C to 0. */ |
811 | for (i = 0; i < RP->Xsize; i++) |
799 | for (i = 0; i < RP->Xsize; i++) |
812 | for (j = 0; j < RP->Ysize; j++) |
800 | for (j = 0; j < RP->Ysize; j++) |
813 | if (wall_blocked (map, i, j)) |
801 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
814 | layout2[i][j] = '#'; |
|
|
815 | |
802 | |
816 | /* setup num_free_spots and room_free_spots */ |
803 | /* setup num_free_spots and room_free_spots */ |
817 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
804 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
818 | |
805 | |
819 | return doorlist; |
806 | return doorlist; |
… | |
… | |
829 | |
816 | |
830 | /* lock the doors and hide the keys. */ |
817 | /* lock the doors and hide the keys. */ |
831 | |
818 | |
832 | if (opts & DOORED) |
819 | if (opts & DOORED) |
833 | { |
820 | { |
834 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
821 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
835 | { |
822 | { |
836 | object *new_door = get_archetype ("locked_door1"); |
823 | object *new_door = get_archetype (shstr_locked_door1); |
837 | char keybuf[1024]; |
|
|
838 | |
824 | |
839 | door = doorlist[i]; |
825 | door = doorlist[i]; |
840 | new_door->face = door->face; |
826 | new_door->face = door->face; |
841 | new_door->x = door->x; |
827 | new_door->x = door->x; |
842 | new_door->y = door->y; |
828 | new_door->y = door->y; |
843 | door->remove (); |
|
|
844 | door->destroy (); |
829 | door->destroy (true); |
845 | doorlist[i] = new_door; |
830 | doorlist[i] = new_door; |
846 | insert_ob_in_map (new_door, map, NULL, 0); |
831 | insert_ob_in_map (new_door, map, NULL, 0); |
847 | sprintf (keybuf, "%d", rndm (1000000000)); |
832 | 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); |
833 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
850 | } |
834 | } |
851 | } |
835 | } |
852 | |
836 | |
853 | /* change the faces of the doors and surrounding walls to hide them. */ |
837 | /* change the faces of the doors and surrounding walls to hide them. */ |
854 | if (opts & HIDDEN) |
838 | if (opts & HIDDEN) |
… | |
… | |
863 | { |
847 | { |
864 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
848 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
865 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
849 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
866 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
850 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
867 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
851 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
852 | |
868 | door->face = wallface->face; |
853 | door->face = wallface->face; |
869 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
854 | |
870 | wallface->remove (); |
|
|
871 | wallface->destroy (); |
855 | wallface->destroy (true); |
872 | } |
856 | } |
873 | } |
857 | } |
874 | } |
858 | } |
875 | } |
859 | } |