1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
25 | |
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26 | |
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27 | |
25 | |
28 | #include <global.h> |
26 | #include <global.h> |
29 | #include <random_map.h> |
27 | #include <random_map.h> |
30 | #include <rproto.h> |
28 | #include <rproto.h> |
31 | |
29 | |
… | |
… | |
42 | #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 */ |
43 | |
41 | |
44 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
45 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
46 | |
44 | |
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|
45 | /* a macro to get a strongly centered random distribution, |
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46 | from 0 to x, centered at x/2 */ |
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47 | static int |
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48 | bc_random (int x) |
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49 | { |
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50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
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51 | } |
47 | |
52 | |
48 | /* 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 |
49 | * and doors but not monsters. |
54 | * and doors but not monsters. |
50 | * This function is not map tile aware. |
55 | * This function is not map tile aware. |
51 | */ |
56 | */ |
52 | |
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53 | int |
57 | int |
54 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
55 | { |
59 | { |
56 | int r; |
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57 | |
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58 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
59 | return 1; |
61 | return 1; |
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62 | |
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63 | m->at (x, y).update (); |
60 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
61 | return r; |
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|
62 | } |
65 | } |
63 | |
66 | |
64 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
65 | map, (required) |
68 | map, (required) |
66 | layout, (required) |
69 | layout, (required) |
67 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
68 | treasureoptions (may be 0 for random choices or positive) |
71 | treasureoptions (may be 0 for random choices or positive) |
69 | */ |
72 | */ |
70 | |
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71 | void |
73 | void |
72 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
73 | { |
75 | { |
74 | char styledirname[256]; |
76 | char styledirname[1024]; |
75 | char stylefilepath[256]; |
77 | char stylefilepath[1024]; |
76 | maptile *style_map = 0; |
78 | maptile *style_map = 0; |
77 | int num_treasures; |
79 | int num_treasures; |
78 | |
80 | |
79 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
80 | if (treasure_style) |
82 | if (treasure_style) |
81 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
82 | return; |
84 | return; |
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85 | |
83 | if (treasureoptions <= 0) |
86 | if (treasureoptions <= 0) |
84 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
85 | |
88 | |
86 | /* filter out the mutually exclusive options */ |
89 | /* filter out the mutually exclusive options */ |
87 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
88 | { |
91 | { |
89 | if (RANDOM () % 2) |
92 | if (rndm (2)) |
90 | treasureoptions -= 1; |
93 | treasureoptions -= 1; |
91 | else |
94 | else |
92 | treasureoptions -= 2; |
95 | treasureoptions -= 2; |
93 | } |
96 | } |
94 | |
97 | |
95 | /* pick the number of treasures */ |
98 | /* pick the number of treasures */ |
96 | if (treasureoptions & SPARSE) |
99 | if (treasureoptions & SPARSE) |
97 | 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); |
98 | else if (treasureoptions & RICH) |
101 | else if (treasureoptions & RICH) |
99 | 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); |
100 | else |
103 | else |
101 | 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); |
102 | |
105 | |
103 | if (num_treasures <= 0) |
106 | if (num_treasures <= 0) |
104 | return; |
107 | return; |
105 | |
108 | |
106 | /* get the style map */ |
109 | /* get the style map */ |
107 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
108 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
109 | style_map = find_style (styledirname, treasure_style, -1); |
112 | style_map = find_style (styledirname, treasure_style, -1); |
110 | |
113 | |
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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 | } |
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119 | |
111 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
112 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
113 | { |
122 | { |
114 | |
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115 | /* map_layout_style global, and is previously set */ |
123 | /* map_layout_style global, and is previously set */ |
116 | switch (RP->map_layout_style) |
124 | switch (RP->map_layout_style) |
117 | { |
125 | { |
118 | case ONION_LAYOUT: |
126 | case LAYOUT_ONION: |
119 | case SPIRAL_LAYOUT: |
127 | case LAYOUT_SPIRAL: |
120 | case SQUARE_SPIRAL_LAYOUT: |
128 | case LAYOUT_SQUARE_SPIRAL: |
121 | { |
129 | { |
122 | int i, j; |
130 | int i, j; |
123 | |
131 | |
124 | /* search the onion for C's or '>', and put treasure there. */ |
132 | /* search the onion for C's or '>', and put treasure there. */ |
125 | for (i = 0; i < RP->Xsize; i++) |
133 | for (i = 0; i < RP->Xsize; i++) |
126 | { |
134 | { |
127 | for (j = 0; j < RP->Ysize; j++) |
135 | for (j = 0; j < RP->Ysize; j++) |
128 | { |
136 | { |
129 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
137 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
130 | { |
138 | { |
131 | int tdiv = RP->symmetry_used; |
139 | int tdiv = RP->symmetry_used; |
132 | object **doorlist; |
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133 | object *chest; |
140 | object *chest; |
134 | |
141 | |
135 | if (tdiv == 3) |
142 | if (tdiv == 3) |
136 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
143 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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144 | |
137 | /* don't put a chest on an exit. */ |
145 | /* don't put a chest on an exit. */ |
138 | 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); |
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147 | |
139 | if (!chest) |
148 | if (!chest) |
140 | continue; /* if no chest was placed NEXT */ |
149 | continue; /* if no chest was placed NEXT */ |
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150 | |
141 | if (treasureoptions & (DOORED | HIDDEN)) |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
142 | { |
152 | { |
143 | doorlist = find_doors_in_room (map, i, j, RP); |
153 | object **doorlist = find_doors_in_room (map, i, j, RP); |
144 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
145 | free (doorlist); |
155 | free (doorlist); |
146 | } |
156 | } |
147 | } |
157 | } |
148 | } |
158 | } |
149 | } |
159 | } |
150 | break; |
160 | break; |
151 | } |
161 | } |
152 | default: |
162 | default: |
153 | { |
163 | { |
154 | int i, j, tries; |
164 | int i, j, tries; |
155 | object *chest; |
165 | object *chest; |
156 | object **doorlist; |
166 | object **doorlist; |
157 | |
167 | |
158 | i = j = -1; |
168 | i = j = -1; |
159 | tries = 0; |
169 | tries = 0; |
160 | while (i == -1 && tries < 100) |
170 | while (i == -1 && tries < 100) |
161 | { |
171 | { |
162 | i = RANDOM () % (RP->Xsize - 2) + 1; |
172 | i = rndm (RP->Xsize - 2) + 1; |
163 | j = RANDOM () % (RP->Ysize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
164 | find_enclosed_spot (map, &i, &j, RP); |
174 | find_enclosed_spot (map, &i, &j, RP); |
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175 | |
165 | if (wall_blocked (map, i, j)) |
176 | if (wall_blocked (map, i, j)) |
166 | i = -1; |
177 | i = -1; |
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178 | |
167 | tries++; |
179 | tries++; |
168 | } |
180 | } |
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181 | |
169 | 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 | |
170 | if (!chest) |
184 | if (!chest) |
171 | return; |
185 | return; |
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186 | |
172 | i = chest->x; |
187 | i = chest->x; |
173 | j = chest->y; |
188 | j = chest->y; |
174 | if (treasureoptions & (DOORED | HIDDEN)) |
189 | if (treasureoptions & (DOORED | HIDDEN)) |
175 | { |
190 | { |
176 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
191 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
177 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
192 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
178 | free (doorlist); |
193 | free (doorlist); |
179 | } |
194 | } |
180 | } |
195 | } |
181 | } |
196 | } |
182 | } |
197 | } |
183 | else |
198 | else |
184 | { /* DIFFUSE treasure layout */ |
199 | { /* DIFFUSE treasure layout */ |
185 | int ti, i, j; |
200 | int ti, i, j; |
186 | |
201 | |
187 | for (ti = 0; ti < num_treasures; ti++) |
202 | for (ti = 0; ti < num_treasures; ti++) |
188 | { |
203 | { |
189 | i = RANDOM () % (RP->Xsize - 2) + 1; |
204 | i = rndm (RP->Xsize - 2) + 1; |
190 | j = RANDOM () % (RP->Ysize - 2) + 1; |
205 | j = rndm (RP->Ysize - 2) + 1; |
191 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
206 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
192 | } |
207 | } |
193 | } |
208 | } |
194 | } |
209 | } |
195 | |
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196 | |
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197 | |
210 | |
198 | /* 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 |
199 | 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, |
200 | 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 */ |
201 | |
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202 | object * |
214 | object * |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) |
215 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
204 | { |
216 | { |
205 | object *the_chest; |
217 | object *the_chest; |
206 | int i, xl, yl; |
218 | int i, xl, yl; |
207 | |
219 | |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
220 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
209 | |
221 | |
210 | /* first, find a place to put the chest. */ |
222 | /* first, find a place to put the chest. */ |
211 | i = find_first_free_spot (the_chest, map, x, y); |
223 | i = find_first_free_spot (the_chest, map, x, y); |
212 | if (i == -1) |
224 | if (i == -1) |
213 | { |
225 | { |
214 | free_object (the_chest); |
226 | the_chest->destroy (); |
215 | return NULL; |
227 | return NULL; |
216 | } |
228 | } |
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229 | |
217 | xl = x + freearr_x[i]; |
230 | xl = x + freearr_x[i]; |
218 | yl = y + freearr_y[i]; |
231 | yl = y + freearr_y[i]; |
219 | |
232 | |
220 | /* if the placement is blocked, return a fail. */ |
233 | /* if the placement is blocked, return a fail. */ |
221 | if (wall_blocked (map, xl, yl)) |
234 | if (wall_blocked (map, xl, yl)) |
222 | return 0; |
235 | return 0; |
223 | |
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224 | |
236 | |
225 | /* put the treasures in the chest. */ |
237 | /* put the treasures in the chest. */ |
226 | /* if(style_map) { */ |
238 | /* if(style_map) { */ |
227 | #if 0 /* don't use treasure style maps for now! */ |
239 | #if 0 /* don't use treasure style maps for now! */ |
228 | int ti; |
240 | int ti; |
… | |
… | |
231 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
243 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
232 | |
244 | |
233 | if (tlist != NULL) |
245 | if (tlist != NULL) |
234 | for (ti = 0; ti < n_treasures; ti++) |
246 | for (ti = 0; ti < n_treasures; ti++) |
235 | { /* use the treasure list */ |
247 | { /* use the treasure list */ |
236 | object *new_treasure = pick_random_object (style_map); |
248 | object *new_treasure = style_map->pick_random_object (); |
237 | |
249 | |
238 | 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); |
239 | } |
251 | } |
240 | else |
252 | else |
241 | { /* use the style map */ |
253 | { /* use the style map */ |
242 | the_chest->randomitems = tlist; |
254 | the_chest->randomitems = tlist; |
243 | the_chest->stats.hp = n_treasures; |
255 | the_chest->stats.hp = n_treasures; |
244 | } |
256 | } |
245 | #endif |
257 | #endif |
246 | else |
|
|
247 | { /* neither style_map no treasure list given */ |
258 | { /* neither style_map no treasure list given */ |
248 | treasurelist *tlist = find_treasurelist ("chest"); |
259 | treasurelist *tlist = treasurelist::find ("chest"); |
249 | |
260 | |
250 | the_chest->randomitems = tlist; |
261 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
262 | the_chest->stats.hp = n_treasures; |
252 | } |
263 | } |
253 | |
264 | |
… | |
… | |
257 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
268 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
258 | object *the_trap; |
269 | object *the_trap; |
259 | |
270 | |
260 | if (trap_map) |
271 | if (trap_map) |
261 | { |
272 | { |
262 | the_trap = pick_random_object (trap_map); |
273 | the_trap = trap_map->pick_random_object (); |
263 | the_trap->stats.Cha = 10 + RP->difficulty; |
274 | the_trap->stats.Cha = 10 + RP->difficulty; |
264 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
275 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
265 | if (the_trap) |
276 | if (the_trap) |
266 | { |
277 | { |
267 | object *new_trap; |
278 | object *new_trap; |
268 | |
279 | |
269 | new_trap = arch_to_object (the_trap->arch); |
280 | new_trap = arch_to_object (the_trap->arch); |
270 | copy_object (new_trap, the_trap); |
281 | new_trap->copy_to (the_trap); |
271 | new_trap->x = x; |
282 | new_trap->x = x; |
272 | new_trap->y = y; |
283 | new_trap->y = y; |
273 | insert_ob_in_ob (new_trap, the_chest); |
284 | insert_ob_in_ob (new_trap, the_chest); |
274 | } |
285 | } |
275 | } |
286 | } |
276 | } |
287 | } |
277 | |
288 | |
278 | /* set the chest lock code, and call the keyplacer routine with |
289 | /* set the chest lock code, and call the keyplacer routine with |
279 | 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 |
280 | there's only 1 treasure.... */ |
291 | there's only 1 treasure.... */ |
281 | |
|
|
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
292 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
283 | { |
293 | { |
284 | char keybuf[256]; |
294 | char keybuf[1024]; |
285 | |
295 | |
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
296 | sprintf (keybuf, "%d", rndm (1000000000)); |
287 | the_chest->slaying = keybuf; |
297 | the_chest->slaying = keybuf; |
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
298 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
289 | } |
299 | } |
290 | |
300 | |
291 | /* actually place the chest. */ |
301 | /* actually place the chest. */ |
… | |
… | |
297 | |
307 | |
298 | |
308 | |
299 | /* finds the closest monster and returns him, regardless of doors |
309 | /* finds the closest monster and returns him, regardless of doors |
300 | or walls */ |
310 | or walls */ |
301 | object * |
311 | object * |
302 | find_closest_monster (maptile *map, int x, int y, RMParms * RP) |
312 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
303 | { |
313 | { |
304 | int i; |
314 | int i; |
305 | |
315 | |
306 | for (i = 0; i < SIZEOFFREE; i++) |
316 | for (i = 0; i < SIZEOFFREE; i++) |
307 | { |
317 | { |
… | |
… | |
312 | /* boundscheck */ |
322 | /* boundscheck */ |
313 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
323 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
314 | /* don't bother searching this square unless the map says life exists. */ |
324 | /* don't bother searching this square unless the map says life exists. */ |
315 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
325 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
316 | { |
326 | { |
317 | object *the_monster = get_map_ob (map, lx, ly); |
327 | object *the_monster = GET_MAP_OB (map, lx, ly); |
318 | |
328 | |
319 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
329 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
320 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
330 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
321 | return the_monster; |
331 | return the_monster; |
322 | } |
332 | } |
… | |
… | |
334 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
344 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
335 | |
345 | |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
346 | The idea is that you call keyplace on x,y where a door is, and it'll make |
337 | sure a key is placed on both sides of the door. |
347 | sure a key is placed on both sides of the door. |
338 | */ |
348 | */ |
339 | |
|
|
340 | int |
349 | int |
341 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
350 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
342 | { |
351 | { |
343 | int i, j; |
352 | int i, j; |
344 | int kx, ky; |
353 | int kx = 0, ky = 0; |
345 | object *the_keymaster; /* the monster that gets the key. */ |
354 | object *the_keymaster; /* the monster that gets the key. */ |
346 | object *the_key; |
355 | object *the_key; |
347 | |
356 | |
348 | /* get a key and set its keycode */ |
357 | /* get a key and set its keycode */ |
349 | the_key = get_archetype ("key2"); |
358 | the_key = get_archetype ("key2"); |
… | |
… | |
351 | |
360 | |
352 | if (door_flag == PASS_DOORS) |
361 | if (door_flag == PASS_DOORS) |
353 | { |
362 | { |
354 | int tries = 0; |
363 | int tries = 0; |
355 | |
364 | |
356 | the_keymaster = NULL; |
365 | the_keymaster = 0; |
357 | while (tries < 15 && the_keymaster == NULL) |
366 | while (tries < 15 && !the_keymaster) |
358 | { |
367 | { |
359 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
368 | i = rndm (RP->Xsize - 2) + 1; |
360 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
369 | j = rndm (RP->Ysize - 2) + 1; |
361 | tries++; |
370 | tries++; |
362 | the_keymaster = find_closest_monster (map, i, j, RP); |
371 | the_keymaster = find_closest_monster (map, i, j, RP); |
363 | } |
372 | } |
|
|
373 | |
364 | /* 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. */ |
365 | if (the_keymaster == NULL) |
375 | if (!the_keymaster) |
366 | { |
376 | { |
367 | int freeindex; |
377 | int freeindex; |
368 | |
378 | |
369 | freeindex = -1; |
379 | freeindex = -1; |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
380 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
371 | { |
381 | { |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
382 | kx = rndm (RP->Xsize - 2) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
383 | ky = rndm (RP->Ysize - 2) + 1; |
374 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
384 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
375 | } |
385 | } |
|
|
386 | |
|
|
387 | // can freeindex ever be < 0? |
376 | if (freeindex != -1) |
388 | if (freeindex >= 0) |
377 | { |
389 | { |
378 | kx += freearr_x[freeindex]; |
390 | kx += freearr_x [freeindex]; |
379 | ky += freearr_y[freeindex]; |
391 | ky += freearr_y [freeindex]; |
380 | } |
392 | } |
381 | } |
393 | } |
382 | } |
394 | } |
383 | else |
395 | else |
384 | { /* NO_PASS_DOORS --we have to work harder. */ |
396 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
386 | NO_PASS_DOORS is set. */ |
398 | NO_PASS_DOORS is set. */ |
387 | if (n_keys == 1) |
399 | if (n_keys == 1) |
388 | { |
400 | { |
389 | if (wall_blocked (map, x, y)) |
401 | if (wall_blocked (map, x, y)) |
390 | return 0; |
402 | return 0; |
|
|
403 | |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
404 | the_keymaster = find_monster_in_room (map, x, y, RP); |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
405 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
406 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 | } |
407 | } |
395 | else |
408 | else |
396 | { |
409 | { |
397 | int sum = 0; /* count how many keys we actually place */ |
410 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
399 | /* I'm lazy, so just try to place in all 4 directions. */ |
412 | /* I'm lazy, so just try to place in all 4 directions. */ |
400 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
413 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
401 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
414 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
402 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
415 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
403 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
416 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
417 | |
404 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
418 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
405 | { /* diagnoally this time. */ |
419 | { /* diagonally this time. */ |
406 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
420 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
407 | 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); |
408 | 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); |
409 | 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); |
410 | } |
424 | } |
|
|
425 | |
411 | return 1; |
426 | return 1; |
412 | } |
427 | } |
413 | } |
428 | } |
414 | |
429 | |
415 | if (the_keymaster == NULL) |
430 | if (!the_keymaster) |
416 | { |
431 | { |
417 | the_key->x = kx; |
432 | the_key->x = kx; |
418 | the_key->y = ky; |
433 | the_key->y = ky; |
419 | insert_ob_in_map (the_key, map, NULL, 0); |
434 | insert_ob_in_map (the_key, map, NULL, 0); |
420 | return 1; |
435 | return 1; |
421 | } |
436 | } |
422 | |
437 | |
423 | insert_ob_in_ob (the_key, the_keymaster); |
438 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
424 | return 1; |
439 | return 1; |
425 | } |
440 | } |
426 | |
441 | |
427 | |
442 | |
428 | |
443 | |
… | |
… | |
432 | |
447 | |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
448 | /* a recursive routine which will return a monster, eventually,if there is one. |
434 | it does a check-off on the layout, converting 0's to 1's */ |
449 | it does a check-off on the layout, converting 0's to 1's */ |
435 | |
450 | |
436 | object * |
451 | object * |
437 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) |
452 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
438 | { |
453 | { |
439 | int i, j; |
454 | int i, j; |
440 | |
455 | |
441 | /* if we've found a monster already, leave */ |
456 | /* if we've found a monster already, leave */ |
442 | if (theMonsterToFind != NULL) |
457 | if (theMonsterToFind != NULL) |
… | |
… | |
453 | /* check the current square for a monster. If there is one, |
468 | /* check the current square for a monster. If there is one, |
454 | set theMonsterToFind and return it. */ |
469 | set theMonsterToFind and return it. */ |
455 | layout[x][y] = 1; |
470 | layout[x][y] = 1; |
456 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
471 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
457 | { |
472 | { |
458 | object *the_monster = get_map_ob (map, x, y); |
473 | object *the_monster = GET_MAP_OB (map, x, y); |
459 | |
474 | |
460 | /* check off this point */ |
475 | /* check off this point */ |
461 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
476 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
462 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
477 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
463 | { |
478 | { |
… | |
… | |
465 | return theMonsterToFind; |
480 | return theMonsterToFind; |
466 | } |
481 | } |
467 | } |
482 | } |
468 | |
483 | |
469 | /* 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 */ |
470 | 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++) |
471 | { |
486 | { |
472 | 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); |
473 | if (theMonsterToFind != NULL) |
488 | if (theMonsterToFind != NULL) |
474 | return theMonsterToFind; |
489 | return theMonsterToFind; |
475 | } |
490 | } |
… | |
… | |
479 | |
494 | |
480 | /* sets up some data structures: the _recursive form does the |
495 | /* sets up some data structures: the _recursive form does the |
481 | real work. */ |
496 | real work. */ |
482 | |
497 | |
483 | object * |
498 | object * |
484 | find_monster_in_room (maptile *map, int x, int y, RMParms * RP) |
499 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
485 | { |
500 | { |
486 | char **layout2; |
501 | char **layout2; |
487 | int i, j; |
502 | int i, j; |
488 | |
503 | |
489 | theMonsterToFind = 0; |
504 | theMonsterToFind = 0; |
… | |
… | |
491 | /* allocate and copy the layout, converting C to 0. */ |
506 | /* allocate and copy the layout, converting C to 0. */ |
492 | for (i = 0; i < RP->Xsize; i++) |
507 | for (i = 0; i < RP->Xsize; i++) |
493 | { |
508 | { |
494 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
509 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
495 | for (j = 0; j < RP->Ysize; j++) |
510 | for (j = 0; j < RP->Ysize; j++) |
496 | { |
|
|
497 | if (wall_blocked (map, i, j)) |
511 | if (wall_blocked (map, i, j)) |
498 | layout2[i][j] = '#'; |
512 | layout2[i][j] = '#'; |
499 | } |
|
|
500 | } |
513 | } |
|
|
514 | |
501 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
515 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
502 | |
516 | |
503 | /* deallocate the temp. layout */ |
517 | /* deallocate the temp. layout */ |
504 | for (i = 0; i < RP->Xsize; i++) |
518 | for (i = 0; i < RP->Xsize; i++) |
505 | { |
|
|
506 | free (layout2[i]); |
519 | free (layout2[i]); |
507 | } |
520 | |
508 | free (layout2); |
521 | free (layout2); |
509 | |
522 | |
510 | return theMonsterToFind; |
523 | return theMonsterToFind; |
511 | } |
524 | } |
512 | |
|
|
513 | |
|
|
514 | |
|
|
515 | |
525 | |
516 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
526 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
517 | int *room_free_spots_x; |
527 | int *room_free_spots_x; |
518 | int *room_free_spots_y; |
528 | int *room_free_spots_y; |
519 | int number_of_free_spots_in_room; |
529 | int number_of_free_spots_in_room; |
520 | |
530 | |
521 | /* the workhorse routine, which finds the free spots in a room: |
531 | /* the workhorse routine, which finds the free spots in a room: |
522 | a datastructure of free points is set up, and a position chosen from |
532 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
533 | that datastructure. */ |
524 | |
|
|
525 | void |
534 | void |
526 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
535 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | { |
536 | { |
528 | int i, j; |
537 | int i, j; |
529 | |
538 | |
530 | /* bounds check x and y */ |
539 | /* bounds check x and y */ |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
540 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
540 | /* check off this point */ |
549 | /* check off this point */ |
541 | layout[x][y] = 1; |
550 | layout[x][y] = 1; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
551 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
552 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | number_of_free_spots_in_room++; |
553 | number_of_free_spots_in_room++; |
|
|
554 | |
545 | /* now search all the 8 squares around recursively for free spots,in random order */ |
555 | /* now search all the 8 squares around recursively for free spots,in random order */ |
546 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
556 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
547 | { |
|
|
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
557 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | } |
|
|
550 | |
558 | |
551 | } |
559 | } |
552 | |
560 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
561 | /* find a random non-blocked spot in this room to drop a key. */ |
554 | void |
562 | void |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) |
563 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
556 | { |
564 | { |
557 | char **layout2; |
565 | char **layout2; |
558 | int i, j; |
566 | int i, j; |
559 | |
567 | |
560 | number_of_free_spots_in_room = 0; |
568 | number_of_free_spots_in_room = 0; |
… | |
… | |
565 | /* allocate and copy the layout, converting C to 0. */ |
573 | /* allocate and copy the layout, converting C to 0. */ |
566 | for (i = 0; i < RP->Xsize; i++) |
574 | for (i = 0; i < RP->Xsize; i++) |
567 | { |
575 | { |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
576 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 | for (j = 0; j < RP->Ysize; j++) |
577 | for (j = 0; j < RP->Ysize; j++) |
570 | { |
|
|
571 | if (wall_blocked (map, i, j)) |
578 | if (wall_blocked (map, i, j)) |
572 | layout2[i][j] = '#'; |
579 | layout2[i][j] = '#'; |
573 | } |
|
|
574 | } |
580 | } |
575 | |
581 | |
576 | /* setup num_free_spots and room_free_spots */ |
582 | /* setup num_free_spots and room_free_spots */ |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
583 | find_spot_in_room_recursive (layout2, x, y, RP); |
578 | |
584 | |
579 | if (number_of_free_spots_in_room > 0) |
585 | if (number_of_free_spots_in_room > 0) |
580 | { |
586 | { |
581 | i = RANDOM () % number_of_free_spots_in_room; |
587 | i = rndm (number_of_free_spots_in_room); |
582 | *kx = room_free_spots_x[i]; |
588 | *kx = room_free_spots_x[i]; |
583 | *ky = room_free_spots_y[i]; |
589 | *ky = room_free_spots_y[i]; |
584 | } |
590 | } |
585 | |
591 | |
586 | /* deallocate the temp. layout */ |
592 | /* deallocate the temp. layout */ |
587 | for (i = 0; i < RP->Xsize; i++) |
593 | for (i = 0; i < RP->Xsize; i++) |
588 | { |
|
|
589 | free (layout2[i]); |
594 | free (layout2[i]); |
590 | } |
595 | |
591 | free (layout2); |
596 | free (layout2); |
592 | free (room_free_spots_x); |
597 | free (room_free_spots_x); |
593 | free (room_free_spots_y); |
598 | free (room_free_spots_y); |
594 | } |
599 | } |
595 | |
600 | |
596 | |
601 | |
597 | /* searches the map for a spot with walls around it. The more |
602 | /* searches the map for a spot with walls around it. The more |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
603 | walls the better, but it'll settle for 1 wall, or even 0, but |
599 | it'll return 0 if no FREE spots are found.*/ |
604 | it'll return 0 if no FREE spots are found.*/ |
600 | |
|
|
601 | void |
605 | void |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) |
606 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | { |
607 | { |
604 | int x, y; |
608 | int x, y; |
605 | int i; |
609 | int i; |
606 | |
610 | |
607 | x = *cx; |
611 | x = *cx; |
… | |
… | |
656 | *cy = ly; |
660 | *cy = ly; |
657 | return; |
661 | return; |
658 | } |
662 | } |
659 | } |
663 | } |
660 | /* give up and return the closest free spot. */ |
664 | /* give up and return the closest free spot. */ |
661 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
665 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
662 | if (i != -1 && i <= SIZEOFFREE1) |
666 | |
|
|
667 | if (i != -1) |
663 | { |
668 | { |
664 | *cx = x + freearr_x[i]; |
669 | *cx = x + freearr_x[i]; |
665 | *cy = y + freearr_y[i]; |
670 | *cy = y + freearr_y[i]; |
666 | return; |
671 | } |
|
|
672 | else |
667 | } |
673 | { |
668 | /* indicate failure */ |
674 | /* indicate failure */ |
|
|
675 | *cx = -1; |
669 | *cx = *cy = -1; |
676 | *cy = -1; |
|
|
677 | } |
670 | } |
678 | } |
671 | |
|
|
672 | |
679 | |
673 | void |
680 | void |
674 | remove_monsters (int x, int y, maptile *map) |
681 | remove_monsters (int x, int y, maptile *map) |
675 | { |
682 | { |
676 | object *tmp; |
683 | object *tmp; |
677 | |
684 | |
678 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
685 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
686 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
680 | { |
687 | { |
681 | if (tmp->head) |
688 | if (tmp->head) |
682 | tmp = tmp->head; |
689 | tmp = tmp->head; |
683 | remove_ob (tmp); |
690 | tmp->remove (); |
684 | free_object (tmp); |
691 | tmp->destroy (); |
685 | tmp = get_map_ob (map, x, y); |
692 | tmp = GET_MAP_OB (map, x, y); |
686 | if (tmp == NULL) |
693 | if (tmp == NULL) |
687 | break; |
694 | break; |
688 | }; |
695 | }; |
689 | } |
696 | } |
690 | |
697 | |
691 | |
|
|
692 | /* surrounds the point x,y by doors, so as to enclose something, like |
698 | /* surrounds the point x,y by doors, so as to enclose something, like |
693 | a chest. It only goes as far as the 8 squares surrounding, and |
699 | a chest. It only goes as far as the 8 squares surrounding, and |
694 | it'll remove any monsters it finds.*/ |
700 | it'll remove any monsters it finds.*/ |
695 | |
|
|
696 | object ** |
701 | object ** |
697 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
702 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
698 | { |
703 | { |
699 | int i; |
704 | int i; |
700 | char *doors[2]; |
705 | const char *doors[2]; |
701 | object **doorlist; |
706 | object **doorlist; |
702 | int ndoors_made = 0; |
707 | int ndoors_made = 0; |
703 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
708 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
704 | |
709 | |
705 | /* this is a list we pick from, for horizontal and vertical doors */ |
710 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
717 | /* place doors in all the 8 adjacent unblocked squares. */ |
722 | /* place doors in all the 8 adjacent unblocked squares. */ |
718 | for (i = 1; i < 9; i++) |
723 | for (i = 1; i < 9; i++) |
719 | { |
724 | { |
720 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
725 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
721 | |
726 | |
722 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
727 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
723 | { /* place a door */ |
728 | { /* place a door */ |
|
|
729 | remove_monsters (x1, y1, map); |
|
|
730 | |
724 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
731 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
725 | |
732 | map->insert (new_door, x1, y1); |
726 | new_door->x = x + freearr_x[i]; |
|
|
727 | new_door->y = y + freearr_y[i]; |
|
|
728 | remove_monsters (new_door->x, new_door->y, map); |
|
|
729 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
730 | doorlist[ndoors_made] = new_door; |
733 | doorlist[ndoors_made] = new_door; |
731 | ndoors_made++; |
734 | ndoors_made++; |
732 | } |
735 | } |
733 | } |
736 | } |
|
|
737 | |
734 | return doorlist; |
738 | return doorlist; |
735 | } |
739 | } |
736 | |
740 | |
737 | |
741 | |
738 | /* returns the first door in this square, or NULL if there isn't a door. */ |
742 | /* returns the first door in this square, or NULL if there isn't a door. */ |
739 | object * |
743 | object * |
740 | door_in_square (maptile *map, int x, int y) |
744 | door_in_square (maptile *map, int x, int y) |
741 | { |
745 | { |
742 | object *tmp; |
746 | object *tmp; |
743 | |
747 | |
744 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
748 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
749 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
746 | return tmp; |
750 | return tmp; |
747 | return NULL; |
751 | return NULL; |
748 | } |
752 | } |
749 | |
753 | |
750 | |
|
|
751 | /* the workhorse routine, which finds the doors in a room */ |
754 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
755 | void |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
756 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
754 | { |
757 | { |
755 | int i, j; |
758 | int i, j; |
756 | object *door; |
759 | object *door; |
757 | |
760 | |
758 | /* bounds check x and y */ |
761 | /* bounds check x and y */ |
… | |
… | |
766 | /* check off this point */ |
769 | /* check off this point */ |
767 | if (layout[x][y] == '#') |
770 | if (layout[x][y] == '#') |
768 | { /* there could be a door here */ |
771 | { /* there could be a door here */ |
769 | layout[x][y] = 1; |
772 | layout[x][y] = 1; |
770 | door = door_in_square (map, x, y); |
773 | door = door_in_square (map, x, y); |
771 | if (door != NULL) |
774 | if (door) |
772 | { |
775 | { |
773 | doorlist[*ndoors] = door; |
776 | doorlist[*ndoors] = door; |
|
|
777 | |
774 | if (*ndoors > 254) /* eek! out of memory */ |
778 | if (*ndoors > 1022) /* eek! out of memory */ |
775 | { |
779 | { |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
780 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 | return; |
781 | return; |
778 | } |
782 | } |
|
|
783 | |
779 | *ndoors = *ndoors + 1; |
784 | *ndoors = *ndoors + 1; |
780 | } |
785 | } |
781 | } |
786 | } |
782 | else |
787 | else |
783 | { |
788 | { |
784 | layout[x][y] = 1; |
789 | layout[x][y] = 1; |
|
|
790 | |
785 | /* now search all the 8 squares around recursively for free spots,in random order */ |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
786 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
792 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
787 | { |
793 | find_doors_in_room_recursive (layout, map, |
788 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
794 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
789 | } |
795 | doorlist, ndoors, RP); |
790 | } |
796 | } |
791 | } |
797 | } |
792 | |
798 | |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
799 | /* find a random non-blocked spot in this room to drop a key. */ |
794 | object ** |
800 | object ** |
795 | find_doors_in_room (maptile *map, int x, int y, RMParms * RP) |
801 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
796 | { |
802 | { |
797 | char **layout2; |
|
|
798 | object **doorlist; |
|
|
799 | int i, j; |
803 | int i, j; |
800 | int ndoors = 0; |
804 | int ndoors = 0; |
801 | |
805 | |
802 | doorlist = (object **) calloc (sizeof (int), 256); |
806 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
803 | |
807 | |
|
|
808 | MazeData layout2 (RP->Xsize, RP->Ysize); |
804 | |
809 | |
805 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
806 | /* allocate and copy the layout, converting C to 0. */ |
810 | /* allocate and copy the layout, converting C to 0. */ |
807 | for (i = 0; i < RP->Xsize; i++) |
811 | for (i = 0; i < RP->Xsize; i++) |
808 | { |
|
|
809 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
810 | for (j = 0; j < RP->Ysize; j++) |
812 | for (j = 0; j < RP->Ysize; j++) |
811 | { |
|
|
812 | if (wall_blocked (map, i, j)) |
813 | if (wall_blocked (map, i, j)) |
813 | layout2[i][j] = '#'; |
814 | layout2[i][j] = '#'; |
814 | } |
|
|
815 | } |
|
|
816 | |
815 | |
817 | /* setup num_free_spots and room_free_spots */ |
816 | /* setup num_free_spots and room_free_spots */ |
818 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
817 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
819 | |
818 | |
820 | /* deallocate the temp. layout */ |
|
|
821 | for (i = 0; i < RP->Xsize; i++) |
|
|
822 | { |
|
|
823 | free (layout2[i]); |
|
|
824 | } |
|
|
825 | free (layout2); |
|
|
826 | return doorlist; |
819 | return doorlist; |
827 | } |
820 | } |
828 | |
|
|
829 | |
|
|
830 | |
821 | |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
822 | /* locks and/or hides all the doors in doorlist, or does nothing if |
832 | opts doesn't say to lock/hide doors. */ |
823 | opts doesn't say to lock/hide doors. */ |
833 | |
|
|
834 | void |
824 | void |
835 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) |
825 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
836 | { |
826 | { |
837 | object *door; |
827 | object *door; |
838 | int i; |
828 | int i; |
839 | |
829 | |
840 | /* lock the doors and hide the keys. */ |
830 | /* lock the doors and hide the keys. */ |
… | |
… | |
842 | if (opts & DOORED) |
832 | if (opts & DOORED) |
843 | { |
833 | { |
844 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
834 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
845 | { |
835 | { |
846 | object *new_door = get_archetype ("locked_door1"); |
836 | object *new_door = get_archetype ("locked_door1"); |
847 | char keybuf[256]; |
837 | char keybuf[1024]; |
848 | |
838 | |
849 | door = doorlist[i]; |
839 | door = doorlist[i]; |
850 | new_door->face = door->face; |
840 | new_door->face = door->face; |
851 | new_door->x = door->x; |
841 | new_door->x = door->x; |
852 | new_door->y = door->y; |
842 | new_door->y = door->y; |
853 | remove_ob (door); |
843 | door->remove (); |
854 | free_object (door); |
844 | door->destroy (); |
855 | doorlist[i] = new_door; |
845 | doorlist[i] = new_door; |
856 | insert_ob_in_map (new_door, map, NULL, 0); |
846 | insert_ob_in_map (new_door, map, NULL, 0); |
857 | sprintf (keybuf, "%d", (int) RANDOM ()); |
847 | sprintf (keybuf, "%d", rndm (1000000000)); |
858 | new_door->slaying = keybuf; |
848 | new_door->slaying = keybuf; |
859 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
849 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
860 | } |
850 | } |
861 | } |
851 | } |
862 | |
852 | |
… | |
… | |
875 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
865 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
876 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
866 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
877 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
867 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
878 | door->face = wallface->face; |
868 | door->face = wallface->face; |
879 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
869 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
880 | remove_ob (wallface); |
870 | wallface->remove (); |
881 | free_object (wallface); |
871 | wallface->destroy (); |
882 | } |
872 | } |
883 | } |
873 | } |
884 | } |
874 | } |
885 | } |
875 | } |