1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * 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> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
41 | #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 */ |
42 | |
41 | |
43 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
45 | |
44 | |
|
|
45 | /* a macro to get a strongly centered random distribution, |
|
|
46 | from 0 to x, centered at x/2 */ |
|
|
47 | static int |
|
|
48 | bc_random (int x) |
|
|
49 | { |
|
|
50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
|
|
51 | } |
46 | |
52 | |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
48 | * and doors but not monsters. |
54 | * and doors but not monsters. |
49 | * This function is not map tile aware. |
55 | * This function is not map tile aware. |
50 | */ |
56 | */ |
… | |
… | |
52 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
53 | { |
59 | { |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
55 | return 1; |
61 | return 1; |
56 | |
62 | |
|
|
63 | m->at (x, y).update (); |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
58 | return r; |
|
|
59 | } |
65 | } |
60 | |
66 | |
61 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
62 | map, (required) |
68 | map, (required) |
63 | layout, (required) |
69 | layout, (required) |
… | |
… | |
74 | |
80 | |
75 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
76 | if (treasure_style) |
82 | if (treasure_style) |
77 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
78 | return; |
84 | return; |
|
|
85 | |
79 | if (treasureoptions <= 0) |
86 | if (treasureoptions <= 0) |
80 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
81 | |
88 | |
82 | /* filter out the mutually exclusive options */ |
89 | /* filter out the mutually exclusive options */ |
83 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
84 | { |
91 | { |
85 | if (RANDOM () % 2) |
92 | if (rndm (2)) |
86 | treasureoptions -= 1; |
93 | treasureoptions -= 1; |
87 | else |
94 | else |
88 | treasureoptions -= 2; |
95 | treasureoptions -= 2; |
89 | } |
96 | } |
90 | |
97 | |
91 | /* pick the number of treasures */ |
98 | /* pick the number of treasures */ |
92 | if (treasureoptions & SPARSE) |
99 | if (treasureoptions & SPARSE) |
93 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
94 | else if (treasureoptions & RICH) |
101 | else if (treasureoptions & RICH) |
95 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
96 | else |
103 | else |
97 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
98 | |
105 | |
99 | if (num_treasures <= 0) |
106 | if (num_treasures <= 0) |
100 | return; |
107 | return; |
101 | |
108 | |
102 | /* get the style map */ |
109 | /* get the style map */ |
103 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
104 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
105 | style_map = find_style (styledirname, treasure_style, -1); |
112 | style_map = find_style (styledirname, treasure_style, -1); |
106 | |
113 | |
|
|
114 | if (!style_map) |
|
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115 | { |
|
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116 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
|
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117 | return; |
|
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118 | } |
|
|
119 | |
107 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
108 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
109 | { |
122 | { |
110 | |
|
|
111 | /* map_layout_style global, and is previously set */ |
123 | /* map_layout_style global, and is previously set */ |
112 | switch (RP->map_layout_style) |
124 | switch (RP->map_layout_style) |
113 | { |
125 | { |
114 | case LAYOUT_ONION: |
126 | case LAYOUT_ONION: |
115 | case LAYOUT_SPIRAL: |
127 | case LAYOUT_SPIRAL: |
… | |
… | |
123 | for (j = 0; j < RP->Ysize; j++) |
135 | for (j = 0; j < RP->Ysize; j++) |
124 | { |
136 | { |
125 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
137 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
126 | { |
138 | { |
127 | int tdiv = RP->symmetry_used; |
139 | int tdiv = RP->symmetry_used; |
128 | object **doorlist; |
|
|
129 | object *chest; |
140 | object *chest; |
130 | |
141 | |
131 | if (tdiv == 3) |
142 | if (tdiv == 3) |
132 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
144 | |
133 | /* don't put a chest on an exit. */ |
145 | /* don't put a chest on an exit. */ |
134 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
146 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
147 | |
135 | if (!chest) |
148 | if (!chest) |
136 | continue; /* if no chest was placed NEXT */ |
149 | continue; /* if no chest was placed NEXT */ |
|
|
150 | |
137 | if (treasureoptions & (DOORED | HIDDEN)) |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
138 | { |
152 | { |
139 | doorlist = find_doors_in_room (map, i, j, RP); |
153 | object **doorlist = find_doors_in_room (map, i, j, RP); |
140 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
141 | free (doorlist); |
155 | free (doorlist); |
142 | } |
156 | } |
143 | } |
157 | } |
144 | } |
158 | } |
… | |
… | |
153 | |
167 | |
154 | i = j = -1; |
168 | i = j = -1; |
155 | tries = 0; |
169 | tries = 0; |
156 | while (i == -1 && tries < 100) |
170 | while (i == -1 && tries < 100) |
157 | { |
171 | { |
158 | i = RANDOM () % (RP->Xsize - 2) + 1; |
172 | i = rndm (RP->Xsize - 2) + 1; |
159 | j = RANDOM () % (RP->Ysize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
160 | find_enclosed_spot (map, &i, &j, RP); |
174 | find_enclosed_spot (map, &i, &j, RP); |
|
|
175 | |
161 | if (wall_blocked (map, i, j)) |
176 | if (wall_blocked (map, i, j)) |
162 | i = -1; |
177 | i = -1; |
|
|
178 | |
163 | tries++; |
179 | tries++; |
164 | } |
180 | } |
|
|
181 | |
165 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
182 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
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|
183 | |
166 | if (!chest) |
184 | if (!chest) |
167 | return; |
185 | return; |
|
|
186 | |
168 | i = chest->x; |
187 | i = chest->x; |
169 | j = chest->y; |
188 | j = chest->y; |
170 | if (treasureoptions & (DOORED | HIDDEN)) |
189 | if (treasureoptions & (DOORED | HIDDEN)) |
171 | { |
190 | { |
172 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
191 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
180 | { /* DIFFUSE treasure layout */ |
199 | { /* DIFFUSE treasure layout */ |
181 | int ti, i, j; |
200 | int ti, i, j; |
182 | |
201 | |
183 | for (ti = 0; ti < num_treasures; ti++) |
202 | for (ti = 0; ti < num_treasures; ti++) |
184 | { |
203 | { |
185 | i = RANDOM () % (RP->Xsize - 2) + 1; |
204 | i = rndm (RP->Xsize - 2) + 1; |
186 | j = RANDOM () % (RP->Ysize - 2) + 1; |
205 | j = rndm (RP->Ysize - 2) + 1; |
187 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
206 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
188 | } |
207 | } |
189 | } |
208 | } |
190 | } |
209 | } |
191 | |
210 | |
192 | /* put a chest into the map, near x and y, with the treasure style |
211 | /* put a chest into the map, near x and y, with the treasure style |
193 | determined (may be null, or may be a treasure list from lib/treasures, |
212 | determined (may be null, or may be a treasure list from lib/treasures, |
194 | if the global variable "treasurestyle" is set to that treasure list's name */ |
213 | if the global variable "treasurestyle" is set to that treasure list's name */ |
195 | |
|
|
196 | object * |
214 | object * |
197 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
215 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
198 | { |
216 | { |
199 | object *the_chest; |
217 | object *the_chest; |
200 | int i, xl, yl; |
218 | int i, xl, yl; |
… | |
… | |
225 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
243 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
226 | |
244 | |
227 | if (tlist != NULL) |
245 | if (tlist != NULL) |
228 | for (ti = 0; ti < n_treasures; ti++) |
246 | for (ti = 0; ti < n_treasures; ti++) |
229 | { /* use the treasure list */ |
247 | { /* use the treasure list */ |
230 | object *new_treasure = pick_random_object (style_map); |
248 | object *new_treasure = style_map->pick_random_object (); |
231 | |
249 | |
232 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
250 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
233 | } |
251 | } |
234 | else |
252 | else |
235 | { /* use the style map */ |
253 | { /* use the style map */ |
236 | the_chest->randomitems = tlist; |
254 | the_chest->randomitems = tlist; |
237 | the_chest->stats.hp = n_treasures; |
255 | the_chest->stats.hp = n_treasures; |
238 | } |
256 | } |
239 | #endif |
257 | #endif |
240 | { /* neither style_map no treasure list given */ |
258 | { /* neither style_map no treasure list given */ |
241 | treasurelist *tlist = find_treasurelist ("chest"); |
259 | treasurelist *tlist = treasurelist::find ("chest"); |
242 | |
260 | |
243 | the_chest->randomitems = tlist; |
261 | the_chest->randomitems = tlist; |
244 | the_chest->stats.hp = n_treasures; |
262 | the_chest->stats.hp = n_treasures; |
245 | } |
263 | } |
246 | |
264 | |
… | |
… | |
250 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
268 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
251 | object *the_trap; |
269 | object *the_trap; |
252 | |
270 | |
253 | if (trap_map) |
271 | if (trap_map) |
254 | { |
272 | { |
255 | the_trap = pick_random_object (trap_map); |
273 | the_trap = trap_map->pick_random_object (); |
256 | the_trap->stats.Cha = 10 + RP->difficulty; |
274 | the_trap->stats.Cha = 10 + RP->difficulty; |
257 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
275 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
258 | if (the_trap) |
276 | if (the_trap) |
259 | { |
277 | { |
260 | object *new_trap; |
278 | object *new_trap; |
261 | |
279 | |
262 | new_trap = arch_to_object (the_trap->arch); |
280 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
269 | } |
287 | } |
270 | |
288 | |
271 | /* set the chest lock code, and call the keyplacer routine with |
289 | /* set the chest lock code, and call the keyplacer routine with |
272 | the lockcode. It's not worth bothering to lock the chest if |
290 | the lockcode. It's not worth bothering to lock the chest if |
273 | there's only 1 treasure.... */ |
291 | there's only 1 treasure.... */ |
274 | |
|
|
275 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
292 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
276 | { |
293 | { |
277 | char keybuf[1024]; |
294 | char keybuf[1024]; |
278 | |
295 | |
279 | sprintf (keybuf, "%d", (int) RANDOM ()); |
296 | sprintf (keybuf, "%d", rndm (1000000000)); |
280 | the_chest->slaying = keybuf; |
297 | the_chest->slaying = keybuf; |
281 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
298 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
282 | } |
299 | } |
283 | |
300 | |
284 | /* actually place the chest. */ |
301 | /* actually place the chest. */ |
… | |
… | |
346 | int tries = 0; |
363 | int tries = 0; |
347 | |
364 | |
348 | the_keymaster = 0; |
365 | the_keymaster = 0; |
349 | while (tries < 15 && !the_keymaster) |
366 | while (tries < 15 && !the_keymaster) |
350 | { |
367 | { |
351 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
368 | i = rndm (RP->Xsize - 2) + 1; |
352 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
369 | j = rndm (RP->Ysize - 2) + 1; |
353 | tries++; |
370 | tries++; |
354 | the_keymaster = find_closest_monster (map, i, j, RP); |
371 | the_keymaster = find_closest_monster (map, i, j, RP); |
355 | } |
372 | } |
356 | |
373 | |
357 | /* if we don't find a good keymaster, drop the key on the ground. */ |
374 | /* if we don't find a good keymaster, drop the key on the ground. */ |
… | |
… | |
360 | int freeindex; |
377 | int freeindex; |
361 | |
378 | |
362 | freeindex = -1; |
379 | freeindex = -1; |
363 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
380 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
364 | { |
381 | { |
365 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
382 | kx = rndm (RP->Xsize - 2) + 1; |
366 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
383 | ky = rndm (RP->Ysize - 2) + 1; |
367 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
384 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
368 | } |
385 | } |
369 | |
386 | |
370 | // can freeindex ever be < 0? |
387 | // can freeindex ever be < 0? |
371 | if (freeindex >= 0) |
388 | if (freeindex >= 0) |
… | |
… | |
416 | the_key->y = ky; |
433 | the_key->y = ky; |
417 | insert_ob_in_map (the_key, map, NULL, 0); |
434 | insert_ob_in_map (the_key, map, NULL, 0); |
418 | return 1; |
435 | return 1; |
419 | } |
436 | } |
420 | |
437 | |
421 | insert_ob_in_ob (the_key, the_keymaster); |
438 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
422 | return 1; |
439 | return 1; |
423 | } |
440 | } |
424 | |
441 | |
425 | |
442 | |
426 | |
443 | |
… | |
… | |
463 | return theMonsterToFind; |
480 | return theMonsterToFind; |
464 | } |
481 | } |
465 | } |
482 | } |
466 | |
483 | |
467 | /* now search all the 8 squares around recursively for a monster,in random order */ |
484 | /* now search all the 8 squares around recursively for a monster,in random order */ |
468 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
485 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
469 | { |
486 | { |
470 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
487 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
471 | if (theMonsterToFind != NULL) |
488 | if (theMonsterToFind != NULL) |
472 | return theMonsterToFind; |
489 | return theMonsterToFind; |
473 | } |
490 | } |
|
|
491 | |
474 | return theMonsterToFind; |
492 | return theMonsterToFind; |
475 | } |
493 | } |
476 | |
|
|
477 | |
494 | |
478 | /* sets up some data structures: the _recursive form does the |
495 | /* sets up some data structures: the _recursive form does the |
479 | real work. */ |
496 | real work. */ |
480 | |
|
|
481 | object * |
497 | object * |
482 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
498 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
483 | { |
499 | { |
484 | char **layout2; |
500 | Layout layout2 (RP); |
485 | int i, j; |
501 | |
|
|
502 | layout2->clear (); |
|
|
503 | |
|
|
504 | /* allocate and copy the layout, converting C to 0. */ |
|
|
505 | for (int i = 0; i < layout2->w; i++) |
|
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506 | for (int j = 0; j < layout2->h; j++) |
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507 | if (wall_blocked (map, i, j)) |
|
|
508 | layout2[i][j] = '#'; |
486 | |
509 | |
487 | theMonsterToFind = 0; |
510 | theMonsterToFind = 0; |
488 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
489 | /* allocate and copy the layout, converting C to 0. */ |
|
|
490 | for (i = 0; i < RP->Xsize; i++) |
|
|
491 | { |
|
|
492 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
493 | for (j = 0; j < RP->Ysize; j++) |
|
|
494 | { |
|
|
495 | if (wall_blocked (map, i, j)) |
|
|
496 | layout2[i][j] = '#'; |
|
|
497 | } |
|
|
498 | } |
|
|
499 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
511 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
500 | |
512 | |
501 | /* deallocate the temp. layout */ |
513 | layout2.free (); |
502 | for (i = 0; i < RP->Xsize; i++) |
|
|
503 | { |
|
|
504 | free (layout2[i]); |
|
|
505 | } |
|
|
506 | free (layout2); |
|
|
507 | |
514 | |
508 | return theMonsterToFind; |
515 | return theMonsterToFind; |
509 | } |
516 | } |
510 | |
517 | |
511 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
518 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
… | |
… | |
536 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
537 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
538 | number_of_free_spots_in_room++; |
545 | number_of_free_spots_in_room++; |
539 | |
546 | |
540 | /* now search all the 8 squares around recursively for free spots,in random order */ |
547 | /* now search all the 8 squares around recursively for free spots,in random order */ |
541 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
542 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
543 | |
550 | |
544 | } |
551 | } |
545 | |
552 | |
546 | /* find a random non-blocked spot in this room to drop a key. */ |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
… | |
… | |
567 | /* setup num_free_spots and room_free_spots */ |
574 | /* setup num_free_spots and room_free_spots */ |
568 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
569 | |
576 | |
570 | if (number_of_free_spots_in_room > 0) |
577 | if (number_of_free_spots_in_room > 0) |
571 | { |
578 | { |
572 | i = RANDOM () % number_of_free_spots_in_room; |
579 | i = rndm (number_of_free_spots_in_room); |
573 | *kx = room_free_spots_x[i]; |
580 | *kx = room_free_spots_x[i]; |
574 | *ky = room_free_spots_y[i]; |
581 | *ky = room_free_spots_y[i]; |
575 | } |
582 | } |
576 | |
583 | |
577 | /* deallocate the temp. layout */ |
584 | /* deallocate the temp. layout */ |
… | |
… | |
645 | *cy = ly; |
652 | *cy = ly; |
646 | return; |
653 | return; |
647 | } |
654 | } |
648 | } |
655 | } |
649 | /* give up and return the closest free spot. */ |
656 | /* give up and return the closest free spot. */ |
650 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
657 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
651 | |
658 | |
652 | if (i != -1) |
659 | if (i != -1) |
653 | { |
660 | { |
654 | *cx = x + freearr_x[i]; |
661 | *cx = x + freearr_x[i]; |
655 | *cy = y + freearr_y[i]; |
662 | *cy = y + freearr_y[i]; |
… | |
… | |
660 | *cx = -1; |
667 | *cx = -1; |
661 | *cy = -1; |
668 | *cy = -1; |
662 | } |
669 | } |
663 | } |
670 | } |
664 | |
671 | |
665 | |
|
|
666 | void |
672 | void |
667 | remove_monsters (int x, int y, maptile *map) |
673 | remove_monsters (int x, int y, maptile *map) |
668 | { |
674 | { |
669 | object *tmp; |
675 | object *tmp; |
670 | |
676 | |
671 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
677 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
672 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
678 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
673 | { |
679 | { |
674 | if (tmp->head) |
680 | if (tmp->head) |
675 | tmp = tmp->head; |
681 | tmp = tmp->head; |
676 | tmp->remove (); |
682 | tmp->remove (); |
… | |
… | |
679 | if (tmp == NULL) |
685 | if (tmp == NULL) |
680 | break; |
686 | break; |
681 | }; |
687 | }; |
682 | } |
688 | } |
683 | |
689 | |
684 | |
|
|
685 | /* surrounds the point x,y by doors, so as to enclose something, like |
690 | /* surrounds the point x,y by doors, so as to enclose something, like |
686 | a chest. It only goes as far as the 8 squares surrounding, and |
691 | a chest. It only goes as far as the 8 squares surrounding, and |
687 | it'll remove any monsters it finds.*/ |
692 | it'll remove any monsters it finds.*/ |
688 | |
|
|
689 | object ** |
693 | object ** |
690 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
691 | { |
695 | { |
692 | int i; |
696 | int i; |
693 | char *doors[2]; |
697 | const char *doors[2]; |
694 | object **doorlist; |
698 | object **doorlist; |
695 | int ndoors_made = 0; |
699 | int ndoors_made = 0; |
696 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
700 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
697 | |
701 | |
698 | /* this is a list we pick from, for horizontal and vertical doors */ |
702 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
710 | /* place doors in all the 8 adjacent unblocked squares. */ |
714 | /* place doors in all the 8 adjacent unblocked squares. */ |
711 | for (i = 1; i < 9; i++) |
715 | for (i = 1; i < 9; i++) |
712 | { |
716 | { |
713 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
717 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
714 | |
718 | |
715 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
719 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
716 | { /* place a door */ |
720 | { /* place a door */ |
|
|
721 | remove_monsters (x1, y1, map); |
|
|
722 | |
717 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
723 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
718 | |
724 | map->insert (new_door, x1, y1); |
719 | new_door->x = x + freearr_x[i]; |
|
|
720 | new_door->y = y + freearr_y[i]; |
|
|
721 | remove_monsters (new_door->x, new_door->y, map); |
|
|
722 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
723 | doorlist[ndoors_made] = new_door; |
725 | doorlist[ndoors_made] = new_door; |
724 | ndoors_made++; |
726 | ndoors_made++; |
725 | } |
727 | } |
726 | } |
728 | } |
|
|
729 | |
727 | return doorlist; |
730 | return doorlist; |
728 | } |
731 | } |
729 | |
732 | |
730 | |
733 | |
731 | /* returns the first door in this square, or NULL if there isn't a door. */ |
734 | /* returns the first door in this square, or NULL if there isn't a door. */ |
… | |
… | |
737 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
740 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
738 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
739 | return tmp; |
742 | return tmp; |
740 | return NULL; |
743 | return NULL; |
741 | } |
744 | } |
742 | |
|
|
743 | |
745 | |
744 | /* the workhorse routine, which finds the doors in a room */ |
746 | /* the workhorse routine, which finds the doors in a room */ |
745 | void |
747 | void |
746 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
748 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
747 | { |
749 | { |
… | |
… | |
762 | layout[x][y] = 1; |
764 | layout[x][y] = 1; |
763 | door = door_in_square (map, x, y); |
765 | door = door_in_square (map, x, y); |
764 | if (door) |
766 | if (door) |
765 | { |
767 | { |
766 | doorlist[*ndoors] = door; |
768 | doorlist[*ndoors] = door; |
|
|
769 | |
767 | if (*ndoors > 1022) /* eek! out of memory */ |
770 | if (*ndoors > 1022) /* eek! out of memory */ |
768 | { |
771 | { |
769 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
772 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
770 | return; |
773 | return; |
771 | } |
774 | } |
… | |
… | |
774 | } |
777 | } |
775 | } |
778 | } |
776 | else |
779 | else |
777 | { |
780 | { |
778 | layout[x][y] = 1; |
781 | layout[x][y] = 1; |
|
|
782 | |
779 | /* now search all the 8 squares around recursively for free spots,in random order */ |
783 | /* now search all the 8 squares around recursively for free spots,in random order */ |
780 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
784 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
781 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
785 | find_doors_in_room_recursive (layout, map, |
|
|
786 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
787 | doorlist, ndoors, RP); |
782 | } |
788 | } |
783 | } |
789 | } |
784 | |
790 | |
785 | /* find a random non-blocked spot in this room to drop a key. */ |
791 | /* find a random non-blocked spot in this room to drop a key. */ |
786 | object ** |
792 | object ** |
787 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
793 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
788 | { |
794 | { |
789 | char **layout2; |
|
|
790 | object **doorlist; |
|
|
791 | int i, j; |
795 | int i, j; |
792 | int ndoors = 0; |
796 | int ndoors = 0; |
793 | |
797 | |
794 | doorlist = (object **) calloc (sizeof (int), 1024); |
798 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
795 | |
799 | |
796 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
800 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
|
|
801 | layout2.clear (); |
|
|
802 | |
797 | /* allocate and copy the layout, converting C to 0. */ |
803 | /* allocate and copy the layout, converting C to 0. */ |
798 | for (i = 0; i < RP->Xsize; i++) |
804 | for (i = 0; i < RP->Xsize; i++) |
799 | { |
|
|
800 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
801 | for (j = 0; j < RP->Ysize; j++) |
805 | for (j = 0; j < RP->Ysize; j++) |
802 | { |
806 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
803 | if (wall_blocked (map, i, j)) |
|
|
804 | layout2[i][j] = '#'; |
|
|
805 | } |
|
|
806 | } |
|
|
807 | |
807 | |
808 | /* setup num_free_spots and room_free_spots */ |
808 | /* setup num_free_spots and room_free_spots */ |
809 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
809 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
810 | |
810 | |
811 | /* deallocate the temp. layout */ |
|
|
812 | for (i = 0; i < RP->Xsize; i++) |
|
|
813 | free (layout2[i]); |
|
|
814 | |
|
|
815 | free (layout2); |
|
|
816 | return doorlist; |
811 | return doorlist; |
817 | } |
812 | } |
818 | |
|
|
819 | |
|
|
820 | |
813 | |
821 | /* locks and/or hides all the doors in doorlist, or does nothing if |
814 | /* locks and/or hides all the doors in doorlist, or does nothing if |
822 | opts doesn't say to lock/hide doors. */ |
815 | opts doesn't say to lock/hide doors. */ |
823 | |
|
|
824 | void |
816 | void |
825 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
817 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
826 | { |
818 | { |
827 | object *door; |
819 | object *door; |
828 | int i; |
820 | int i; |
… | |
… | |
842 | new_door->y = door->y; |
834 | new_door->y = door->y; |
843 | door->remove (); |
835 | door->remove (); |
844 | door->destroy (); |
836 | door->destroy (); |
845 | doorlist[i] = new_door; |
837 | doorlist[i] = new_door; |
846 | insert_ob_in_map (new_door, map, NULL, 0); |
838 | insert_ob_in_map (new_door, map, NULL, 0); |
847 | sprintf (keybuf, "%d", (int) RANDOM ()); |
839 | sprintf (keybuf, "%d", rndm (1000000000)); |
848 | new_door->slaying = keybuf; |
840 | new_door->slaying = keybuf; |
849 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
841 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
850 | } |
842 | } |
851 | } |
843 | } |
852 | |
844 | |
… | |
… | |
863 | { |
855 | { |
864 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
856 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
865 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
857 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
866 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
858 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
867 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
859 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
860 | |
868 | door->face = wallface->face; |
861 | door->face = wallface->face; |
|
|
862 | |
869 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
863 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
870 | wallface->remove (); |
864 | wallface->remove (); |
|
|
865 | |
871 | wallface->destroy (); |
866 | wallface->destroy (); |
872 | } |
867 | } |
873 | } |
868 | } |
874 | } |
869 | } |
875 | } |
870 | } |