1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra 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 |
… | |
… | |
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); |
|
|
104 | } |
|
|
105 | |
|
|
106 | // can freeindex ever be < 0? |
|
|
107 | if (freeindex >= 0) |
|
|
108 | { |
|
|
109 | kx += freearr_x [freeindex]; |
|
|
110 | ky += freearr_y [freeindex]; |
|
|
111 | } |
|
|
112 | } |
|
|
113 | } |
|
|
114 | else |
|
|
115 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
116 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
117 | NO_PASS_DOORS is set. */ |
|
|
118 | if (n_keys == 1) |
|
|
119 | { |
|
|
120 | if (wall_blocked (map, x, y)) |
|
|
121 | { |
|
|
122 | the_key->destroy (); |
|
|
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. */ |
|
|
128 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
129 | } |
|
|
130 | else |
|
|
131 | { |
|
|
132 | int sum = 0; /* count how many keys we actually place */ |
|
|
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); |
|
|
139 | |
|
|
140 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
141 | { /* diagonally this time. */ |
|
|
142 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
143 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
144 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
145 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
146 | } |
|
|
147 | |
|
|
148 | the_key->destroy (); |
|
|
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 | |
… | |
… | |
118 | } |
230 | } |
119 | |
231 | |
120 | /* all the treasure at one spot in the map. */ |
232 | /* all the treasure at one spot in the map. */ |
121 | if (treasureoptions & CONCENTRATED) |
233 | if (treasureoptions & CONCENTRATED) |
122 | { |
234 | { |
123 | |
|
|
124 | /* map_layout_style global, and is previously set */ |
235 | /* map_layout_style global, and is previously set */ |
125 | switch (RP->map_layout_style) |
236 | switch (RP->map_layout_style) |
126 | { |
237 | { |
127 | case LAYOUT_ONION: |
238 | case LAYOUT_ONION: |
128 | case LAYOUT_SPIRAL: |
239 | case LAYOUT_SPIRAL: |
… | |
… | |
136 | for (j = 0; j < RP->Ysize; j++) |
247 | for (j = 0; j < RP->Ysize; j++) |
137 | { |
248 | { |
138 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
249 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
139 | { |
250 | { |
140 | int tdiv = RP->symmetry_used; |
251 | int tdiv = RP->symmetry_used; |
141 | object **doorlist; |
|
|
142 | object *chest; |
252 | object *chest; |
143 | |
253 | |
144 | if (tdiv == 3) |
254 | if (tdiv == 3) |
145 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
255 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
256 | |
146 | /* don't put a chest on an exit. */ |
257 | /* don't put a chest on an exit. */ |
147 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
258 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
259 | |
148 | if (!chest) |
260 | if (!chest) |
149 | continue; /* if no chest was placed NEXT */ |
261 | continue; /* if no chest was placed NEXT */ |
|
|
262 | |
150 | if (treasureoptions & (DOORED | HIDDEN)) |
263 | if (treasureoptions & (DOORED | HIDDEN)) |
151 | { |
264 | { |
152 | doorlist = find_doors_in_room (map, i, j, RP); |
265 | object **doorlist = find_doors_in_room (map, i, j, RP); |
153 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
266 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
154 | free (doorlist); |
267 | free (doorlist); |
155 | } |
268 | } |
156 | } |
269 | } |
157 | } |
270 | } |
158 | } |
271 | } |
159 | break; |
272 | break; |
160 | } |
273 | } |
|
|
274 | |
161 | default: |
275 | default: |
162 | { |
276 | { |
163 | int i, j, tries; |
277 | int i, j, tries; |
164 | object *chest; |
278 | object *chest; |
165 | object **doorlist; |
279 | object **doorlist; |
166 | |
280 | |
167 | i = j = -1; |
281 | i = j = -1; |
168 | tries = 0; |
282 | tries = 0; |
169 | while (i == -1 && tries < 100) |
283 | while (i == -1 && tries < 100) |
170 | { |
284 | { |
171 | i = rndm (RP->Xsize - 2) + 1; |
285 | i = rmg_rndm (RP->Xsize - 2) + 1; |
172 | j = rndm (RP->Ysize - 2) + 1; |
286 | j = rmg_rndm (RP->Ysize - 2) + 1; |
173 | find_enclosed_spot (map, &i, &j, RP); |
287 | find_enclosed_spot (map, &i, &j, RP); |
|
|
288 | |
174 | if (wall_blocked (map, i, j)) |
289 | if (wall_blocked (map, i, j)) |
175 | i = -1; |
290 | i = -1; |
|
|
291 | |
176 | tries++; |
292 | tries++; |
177 | } |
293 | } |
|
|
294 | |
178 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
295 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
296 | |
179 | if (!chest) |
297 | if (!chest) |
180 | return; |
298 | return; |
|
|
299 | |
181 | i = chest->x; |
300 | i = chest->x; |
182 | j = chest->y; |
301 | j = chest->y; |
183 | if (treasureoptions & (DOORED | HIDDEN)) |
302 | if (treasureoptions & (DOORED | HIDDEN)) |
184 | { |
303 | { |
185 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
304 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
193 | { /* DIFFUSE treasure layout */ |
312 | { /* DIFFUSE treasure layout */ |
194 | int ti, i, j; |
313 | int ti, i, j; |
195 | |
314 | |
196 | for (ti = 0; ti < num_treasures; ti++) |
315 | for (ti = 0; ti < num_treasures; ti++) |
197 | { |
316 | { |
198 | i = rndm (RP->Xsize - 2) + 1; |
317 | i = rmg_rndm (RP->Xsize - 2) + 1; |
199 | j = rndm (RP->Ysize - 2) + 1; |
318 | j = rmg_rndm (RP->Ysize - 2) + 1; |
200 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
319 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
201 | } |
320 | } |
202 | } |
321 | } |
203 | } |
322 | } |
204 | |
323 | |
205 | /* put a chest into the map, near x and y, with the treasure style |
324 | /* put a chest into the map, near x and y, with the treasure style |
206 | 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, |
207 | 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 */ |
208 | |
|
|
209 | object * |
327 | object * |
210 | 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) |
211 | { |
329 | { |
212 | object *the_chest; |
|
|
213 | int i, xl, yl; |
|
|
214 | |
|
|
215 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
330 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
216 | |
331 | |
217 | /* first, find a place to put the chest. */ |
332 | /* first, find a place to put the chest. */ |
218 | 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 |
219 | if (i == -1) |
334 | if (i == -1) |
220 | { |
335 | { |
221 | the_chest->destroy (); |
336 | the_chest->destroy (); |
222 | return NULL; |
337 | return NULL; |
223 | } |
338 | } |
224 | |
339 | |
225 | xl = x + freearr_x[i]; |
340 | int xl = x + freearr_x[i]; |
226 | yl = y + freearr_y[i]; |
341 | int yl = y + freearr_y[i]; |
227 | |
342 | |
228 | /* if the placement is blocked, return a fail. */ |
343 | /* if the placement is blocked, return a fail. */ |
229 | if (wall_blocked (map, xl, yl)) |
344 | if (wall_blocked (map, xl, yl)) |
230 | return 0; |
345 | return 0; |
231 | |
346 | |
… | |
… | |
238 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
353 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
239 | |
354 | |
240 | if (tlist != NULL) |
355 | if (tlist != NULL) |
241 | for (ti = 0; ti < n_treasures; ti++) |
356 | for (ti = 0; ti < n_treasures; ti++) |
242 | { /* use the treasure list */ |
357 | { /* use the treasure list */ |
243 | object *new_treasure = style_map->pick_random_object (); |
358 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
244 | |
359 | |
245 | 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); |
246 | } |
361 | } |
247 | else |
362 | else |
248 | { /* use the style map */ |
363 | { /* use the style map */ |
… | |
… | |
259 | |
374 | |
260 | /* stick a trap in the chest if required */ |
375 | /* stick a trap in the chest if required */ |
261 | if (treasureoptions & TRAPPED) |
376 | if (treasureoptions & TRAPPED) |
262 | { |
377 | { |
263 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
378 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 | object *the_trap; |
|
|
265 | |
379 | |
266 | if (trap_map) |
380 | if (trap_map) |
267 | { |
381 | { |
268 | the_trap = trap_map->pick_random_object (); |
382 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
383 | |
269 | the_trap->stats.Cha = 10 + RP->difficulty; |
384 | the_trap->stats.Cha = 10 + RP->difficulty; |
270 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
385 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
386 | |
271 | if (the_trap) |
387 | if (the_trap) |
272 | { |
388 | { |
273 | object *new_trap; |
389 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
274 | |
390 | |
275 | new_trap = arch_to_object (the_trap->arch); |
|
|
276 | new_trap->copy_to (the_trap); |
|
|
277 | new_trap->x = x; |
391 | new_trap->x = x; |
278 | new_trap->y = y; |
392 | new_trap->y = y; |
279 | insert_ob_in_ob (new_trap, the_chest); |
393 | insert_ob_in_ob (new_trap, the_chest); |
280 | } |
394 | } |
281 | } |
395 | } |
… | |
… | |
284 | /* set the chest lock code, and call the keyplacer routine with |
398 | /* set the chest lock code, and call the keyplacer routine with |
285 | 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 |
286 | there's only 1 treasure.... */ |
400 | there's only 1 treasure.... */ |
287 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
401 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
288 | { |
402 | { |
289 | char keybuf[1024]; |
403 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
290 | |
|
|
291 | sprintf (keybuf, "%d", rndm (1000000000)); |
|
|
292 | the_chest->slaying = keybuf; |
|
|
293 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
404 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
294 | } |
405 | } |
295 | |
406 | |
296 | /* actually place the chest. */ |
407 | /* actually place the chest. */ |
297 | the_chest->x = xl; |
408 | the_chest->x = xl; |
298 | the_chest->y = yl; |
409 | the_chest->y = yl; |
… | |
… | |
327 | } |
438 | } |
328 | } |
439 | } |
329 | return NULL; |
440 | return NULL; |
330 | } |
441 | } |
331 | |
442 | |
332 | |
|
|
333 | |
|
|
334 | /* places keys in the map, preferably in something alive. |
|
|
335 | keycode is the key's code, |
|
|
336 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
337 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
338 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
339 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
340 | |
|
|
341 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
342 | sure a key is placed on both sides of the door. |
|
|
343 | */ |
|
|
344 | int |
|
|
345 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
346 | { |
|
|
347 | int i, j; |
|
|
348 | int kx = 0, ky = 0; |
|
|
349 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
350 | object *the_key; |
|
|
351 | |
|
|
352 | /* get a key and set its keycode */ |
|
|
353 | the_key = get_archetype ("key2"); |
|
|
354 | the_key->slaying = keycode; |
|
|
355 | |
|
|
356 | if (door_flag == PASS_DOORS) |
|
|
357 | { |
|
|
358 | int tries = 0; |
|
|
359 | |
|
|
360 | the_keymaster = 0; |
|
|
361 | while (tries < 15 && !the_keymaster) |
|
|
362 | { |
|
|
363 | i = rndm (RP->Xsize - 2) + 1; |
|
|
364 | j = rndm (RP->Ysize - 2) + 1; |
|
|
365 | tries++; |
|
|
366 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
367 | } |
|
|
368 | |
|
|
369 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
370 | if (!the_keymaster) |
|
|
371 | { |
|
|
372 | int freeindex; |
|
|
373 | |
|
|
374 | freeindex = -1; |
|
|
375 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
376 | { |
|
|
377 | kx = rndm (RP->Xsize - 2) + 1; |
|
|
378 | ky = rndm (RP->Ysize - 2) + 1; |
|
|
379 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
380 | } |
|
|
381 | |
|
|
382 | // can freeindex ever be < 0? |
|
|
383 | if (freeindex >= 0) |
|
|
384 | { |
|
|
385 | kx += freearr_x [freeindex]; |
|
|
386 | ky += freearr_y [freeindex]; |
|
|
387 | } |
|
|
388 | } |
|
|
389 | } |
|
|
390 | else |
|
|
391 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
392 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
393 | NO_PASS_DOORS is set. */ |
|
|
394 | if (n_keys == 1) |
|
|
395 | { |
|
|
396 | if (wall_blocked (map, x, y)) |
|
|
397 | return 0; |
|
|
398 | |
|
|
399 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
400 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
401 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
402 | } |
|
|
403 | else |
|
|
404 | { |
|
|
405 | int sum = 0; /* count how many keys we actually place */ |
|
|
406 | |
|
|
407 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
408 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
409 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
410 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
411 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
412 | |
|
|
413 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
414 | { /* diagonally this time. */ |
|
|
415 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
416 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
417 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
418 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
419 | } |
|
|
420 | |
|
|
421 | return 1; |
|
|
422 | } |
|
|
423 | } |
|
|
424 | |
|
|
425 | if (!the_keymaster) |
|
|
426 | { |
|
|
427 | the_key->x = kx; |
|
|
428 | the_key->y = ky; |
|
|
429 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
430 | return 1; |
|
|
431 | } |
|
|
432 | |
|
|
433 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
|
|
434 | return 1; |
|
|
435 | } |
|
|
436 | |
|
|
437 | |
|
|
438 | |
|
|
439 | /* 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. */ |
440 | |
444 | |
441 | object *theMonsterToFind; |
445 | object *theMonsterToFind; |
442 | |
446 | |
443 | /* 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. |
… | |
… | |
475 | return theMonsterToFind; |
479 | return theMonsterToFind; |
476 | } |
480 | } |
477 | } |
481 | } |
478 | |
482 | |
479 | /* 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 */ |
480 | 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++) |
481 | { |
485 | { |
482 | 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); |
483 | if (theMonsterToFind != NULL) |
487 | if (theMonsterToFind != NULL) |
484 | return theMonsterToFind; |
488 | return theMonsterToFind; |
485 | } |
489 | } |
|
|
490 | |
486 | return theMonsterToFind; |
491 | return theMonsterToFind; |
487 | } |
492 | } |
488 | |
|
|
489 | |
493 | |
490 | /* sets up some data structures: the _recursive form does the |
494 | /* sets up some data structures: the _recursive form does the |
491 | real work. */ |
495 | real work. */ |
492 | |
|
|
493 | object * |
496 | object * |
494 | 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) |
495 | { |
498 | { |
496 | char **layout2; |
499 | Layout layout2 (RP); |
497 | 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] = '#'; |
498 | |
508 | |
499 | theMonsterToFind = 0; |
509 | theMonsterToFind = 0; |
500 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
501 | /* allocate and copy the layout, converting C to 0. */ |
|
|
502 | for (i = 0; i < RP->Xsize; i++) |
|
|
503 | { |
|
|
504 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
505 | for (j = 0; j < RP->Ysize; j++) |
|
|
506 | { |
|
|
507 | if (wall_blocked (map, i, j)) |
|
|
508 | layout2[i][j] = '#'; |
|
|
509 | } |
|
|
510 | } |
|
|
511 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 | |
511 | |
513 | /* deallocate the temp. layout */ |
512 | layout2.free (); |
514 | for (i = 0; i < RP->Xsize; i++) |
|
|
515 | { |
|
|
516 | free (layout2[i]); |
|
|
517 | } |
|
|
518 | free (layout2); |
|
|
519 | |
513 | |
520 | return theMonsterToFind; |
514 | return theMonsterToFind; |
521 | } |
515 | } |
522 | |
516 | |
523 | /* 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 */ |
… | |
… | |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
550 | number_of_free_spots_in_room++; |
544 | number_of_free_spots_in_room++; |
551 | |
545 | |
552 | /* 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 */ |
553 | 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++) |
554 | 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); |
555 | |
549 | |
556 | } |
550 | } |
557 | |
551 | |
558 | /* 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. */ |
… | |
… | |
579 | /* setup num_free_spots and room_free_spots */ |
573 | /* setup num_free_spots and room_free_spots */ |
580 | find_spot_in_room_recursive (layout2, x, y, RP); |
574 | find_spot_in_room_recursive (layout2, x, y, RP); |
581 | |
575 | |
582 | if (number_of_free_spots_in_room > 0) |
576 | if (number_of_free_spots_in_room > 0) |
583 | { |
577 | { |
584 | i = rndm (number_of_free_spots_in_room); |
578 | i = rmg_rndm (number_of_free_spots_in_room); |
585 | *kx = room_free_spots_x[i]; |
579 | *kx = room_free_spots_x[i]; |
586 | *ky = room_free_spots_y[i]; |
580 | *ky = room_free_spots_y[i]; |
587 | } |
581 | } |
588 | |
582 | |
589 | /* deallocate the temp. layout */ |
583 | /* deallocate the temp. layout */ |
… | |
… | |
657 | *cy = ly; |
651 | *cy = ly; |
658 | return; |
652 | return; |
659 | } |
653 | } |
660 | } |
654 | } |
661 | /* give up and return the closest free spot. */ |
655 | /* give up and return the closest free spot. */ |
662 | 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); |
663 | |
657 | |
664 | if (i != -1) |
658 | if (i != -1) |
665 | { |
659 | { |
666 | *cx = x + freearr_x[i]; |
660 | *cx = x + freearr_x[i]; |
667 | *cy = y + freearr_y[i]; |
661 | *cy = y + freearr_y[i]; |
… | |
… | |
675 | } |
669 | } |
676 | |
670 | |
677 | void |
671 | void |
678 | remove_monsters (int x, int y, maptile *map) |
672 | remove_monsters (int x, int y, maptile *map) |
679 | { |
673 | { |
680 | object *tmp; |
|
|
681 | |
|
|
682 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
674 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
683 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
684 | { |
675 | { |
685 | if (tmp->head) |
676 | object *next = tmp->above; |
686 | tmp = tmp->head; |
677 | |
687 | tmp->remove (); |
678 | if (tmp->flag [FLAG_ALIVE]) |
688 | tmp->destroy (); |
679 | tmp->head_ ()->destroy (); |
689 | tmp = GET_MAP_OB (map, x, y); |
680 | |
690 | if (tmp == NULL) |
681 | tmp = next; |
691 | break; |
|
|
692 | }; |
682 | } |
693 | } |
683 | } |
694 | |
684 | |
695 | /* 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 |
696 | 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 |
697 | it'll remove any monsters it finds.*/ |
687 | it'll remove any monsters it finds.*/ |
… | |
… | |
745 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
735 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
746 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
736 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
747 | return tmp; |
737 | return tmp; |
748 | return NULL; |
738 | return NULL; |
749 | } |
739 | } |
750 | |
|
|
751 | |
740 | |
752 | /* the workhorse routine, which finds the doors in a room */ |
741 | /* the workhorse routine, which finds the doors in a room */ |
753 | void |
742 | void |
754 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
743 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
755 | { |
744 | { |
… | |
… | |
770 | layout[x][y] = 1; |
759 | layout[x][y] = 1; |
771 | door = door_in_square (map, x, y); |
760 | door = door_in_square (map, x, y); |
772 | if (door) |
761 | if (door) |
773 | { |
762 | { |
774 | doorlist[*ndoors] = door; |
763 | doorlist[*ndoors] = door; |
|
|
764 | |
775 | if (*ndoors > 1022) /* eek! out of memory */ |
765 | if (*ndoors > 1022) /* eek! out of memory */ |
776 | { |
766 | { |
777 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
767 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
778 | return; |
768 | return; |
779 | } |
769 | } |
… | |
… | |
784 | else |
774 | else |
785 | { |
775 | { |
786 | layout[x][y] = 1; |
776 | layout[x][y] = 1; |
787 | |
777 | |
788 | /* 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 */ |
789 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
779 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
790 | find_doors_in_room_recursive (layout, map, |
780 | find_doors_in_room_recursive (layout, map, |
791 | 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], |
792 | doorlist, ndoors, RP); |
782 | doorlist, ndoors, RP); |
793 | } |
783 | } |
794 | } |
784 | } |
795 | |
785 | |
796 | /* find a random non-blocked spot in this room to drop a key. */ |
786 | /* find a random non-blocked spot in this room to drop a key. */ |
797 | object ** |
787 | object ** |
798 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
788 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
799 | { |
789 | { |
800 | char **layout2; |
|
|
801 | object **doorlist; |
|
|
802 | int i, j; |
790 | int i, j; |
803 | int ndoors = 0; |
791 | int ndoors = 0; |
804 | |
792 | |
805 | doorlist = (object **) calloc (sizeof (int), 1024); |
793 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
806 | |
794 | |
807 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
795 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
|
|
796 | layout2.clear (); |
|
|
797 | |
808 | /* allocate and copy the layout, converting C to 0. */ |
798 | /* allocate and copy the layout, converting C to 0. */ |
809 | for (i = 0; i < RP->Xsize; i++) |
799 | for (i = 0; i < RP->Xsize; i++) |
810 | { |
|
|
811 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
812 | for (j = 0; j < RP->Ysize; j++) |
800 | for (j = 0; j < RP->Ysize; j++) |
813 | { |
801 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
814 | if (wall_blocked (map, i, j)) |
|
|
815 | layout2[i][j] = '#'; |
|
|
816 | } |
|
|
817 | } |
|
|
818 | |
802 | |
819 | /* setup num_free_spots and room_free_spots */ |
803 | /* setup num_free_spots and room_free_spots */ |
820 | 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); |
821 | |
805 | |
822 | /* deallocate the temp. layout */ |
|
|
823 | for (i = 0; i < RP->Xsize; i++) |
|
|
824 | free (layout2[i]); |
|
|
825 | |
|
|
826 | free (layout2); |
|
|
827 | return doorlist; |
806 | return doorlist; |
828 | } |
807 | } |
829 | |
|
|
830 | |
|
|
831 | |
808 | |
832 | /* locks and/or hides all the doors in doorlist, or does nothing if |
809 | /* locks and/or hides all the doors in doorlist, or does nothing if |
833 | opts doesn't say to lock/hide doors. */ |
810 | opts doesn't say to lock/hide doors. */ |
834 | |
|
|
835 | void |
811 | void |
836 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
812 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
837 | { |
813 | { |
838 | object *door; |
814 | object *door; |
839 | int i; |
815 | int i; |
840 | |
816 | |
841 | /* lock the doors and hide the keys. */ |
817 | /* lock the doors and hide the keys. */ |
842 | |
818 | |
843 | if (opts & DOORED) |
819 | if (opts & DOORED) |
844 | { |
820 | { |
845 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
821 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
846 | { |
822 | { |
847 | object *new_door = get_archetype ("locked_door1"); |
823 | object *new_door = get_archetype (shstr_locked_door1); |
848 | char keybuf[1024]; |
|
|
849 | |
824 | |
850 | door = doorlist[i]; |
825 | door = doorlist[i]; |
851 | new_door->face = door->face; |
826 | new_door->face = door->face; |
852 | new_door->x = door->x; |
827 | new_door->x = door->x; |
853 | new_door->y = door->y; |
828 | new_door->y = door->y; |
854 | door->remove (); |
|
|
855 | door->destroy (); |
829 | door->destroy (); |
856 | doorlist[i] = new_door; |
830 | doorlist[i] = new_door; |
857 | insert_ob_in_map (new_door, map, NULL, 0); |
831 | insert_ob_in_map (new_door, map, NULL, 0); |
858 | sprintf (keybuf, "%d", rndm (1000000000)); |
832 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
859 | new_door->slaying = keybuf; |
|
|
860 | 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); |
861 | } |
834 | } |
862 | } |
835 | } |
863 | |
836 | |
864 | /* 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. */ |
865 | if (opts & HIDDEN) |
838 | if (opts & HIDDEN) |
… | |
… | |
874 | { |
847 | { |
875 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
848 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
876 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
849 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
877 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
850 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
878 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
851 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
852 | |
879 | door->face = wallface->face; |
853 | door->face = wallface->face; |
880 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
854 | |
881 | wallface->remove (); |
|
|
882 | wallface->destroy (); |
855 | wallface->destroy (); |
883 | } |
856 | } |
884 | } |
857 | } |
885 | } |
858 | } |
886 | } |
859 | } |