… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
… | |
… | |
45 | /* a macro to get a strongly centered random distribution, |
46 | /* a macro to get a strongly centered random distribution, |
46 | from 0 to x, centered at x/2 */ |
47 | from 0 to x, centered at x/2 */ |
47 | static int |
48 | static int |
48 | bc_random (int x) |
49 | bc_random (int x) |
49 | { |
50 | { |
50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
51 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
|
|
52 | } |
|
|
53 | |
|
|
54 | static object * |
|
|
55 | gen_key (const shstr &keycode) |
|
|
56 | { |
|
|
57 | /* get a key and set its keycode */ |
|
|
58 | object *key = archetype::get (shstr_key_random_map); |
|
|
59 | key->slaying = keycode; |
|
|
60 | return key; |
|
|
61 | } |
|
|
62 | |
|
|
63 | /* places keys in the map, preferably in something alive. |
|
|
64 | keycode is the key's code, |
|
|
65 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
66 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
67 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
68 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
69 | |
|
|
70 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
71 | sure a key is placed on both sides of the door. |
|
|
72 | */ |
|
|
73 | static int |
|
|
74 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
75 | { |
|
|
76 | int i, j; |
|
|
77 | int kx = 0, ky = 0; |
|
|
78 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
79 | object *the_key = gen_key (keycode); |
|
|
80 | |
|
|
81 | if (door_flag == PASS_DOORS) |
|
|
82 | { |
|
|
83 | int tries = 0; |
|
|
84 | |
|
|
85 | the_keymaster = 0; |
|
|
86 | while (tries < 15 && !the_keymaster) |
|
|
87 | { |
|
|
88 | i = rmg_rndm (RP->Xsize - 2) + 1; |
|
|
89 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
90 | tries++; |
|
|
91 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
92 | } |
|
|
93 | |
|
|
94 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
95 | if (!the_keymaster) |
|
|
96 | { |
|
|
97 | int freeindex; |
|
|
98 | |
|
|
99 | freeindex = -1; |
|
|
100 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
101 | { |
|
|
102 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
|
|
103 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
104 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
105 | } |
|
|
106 | |
|
|
107 | // can freeindex ever be < 0? |
|
|
108 | if (freeindex >= 0) |
|
|
109 | { |
|
|
110 | kx += freearr_x [freeindex]; |
|
|
111 | ky += freearr_y [freeindex]; |
|
|
112 | } |
|
|
113 | } |
|
|
114 | } |
|
|
115 | else |
|
|
116 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
117 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
118 | NO_PASS_DOORS is set. */ |
|
|
119 | if (n_keys == 1) |
|
|
120 | { |
|
|
121 | if (wall_blocked (map, x, y)) |
|
|
122 | { |
|
|
123 | the_key->destroy (); |
|
|
124 | return 0; |
|
|
125 | } |
|
|
126 | |
|
|
127 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
128 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
129 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
130 | } |
|
|
131 | else |
|
|
132 | { |
|
|
133 | int sum = 0; /* count how many keys we actually place */ |
|
|
134 | |
|
|
135 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
136 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
137 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
138 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
139 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
140 | |
|
|
141 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
142 | { /* diagonally this time. */ |
|
|
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 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
147 | } |
|
|
148 | |
|
|
149 | the_key->destroy (); |
|
|
150 | return 1; |
|
|
151 | } |
|
|
152 | } |
|
|
153 | |
|
|
154 | if (the_keymaster) |
|
|
155 | the_keymaster->head_ ()->insert (the_key); |
|
|
156 | else |
|
|
157 | { |
|
|
158 | the_key->x = kx; |
|
|
159 | the_key->y = ky; |
|
|
160 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
161 | } |
|
|
162 | |
|
|
163 | return 1; |
51 | } |
164 | } |
52 | |
165 | |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
166 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | * and doors but not monsters. |
167 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
168 | * This function is not map tile aware. |
… | |
… | |
82 | if (treasure_style) |
195 | if (treasure_style) |
83 | if (!strcmp (treasure_style, "none")) |
196 | if (!strcmp (treasure_style, "none")) |
84 | return; |
197 | return; |
85 | |
198 | |
86 | if (treasureoptions <= 0) |
199 | if (treasureoptions <= 0) |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
200 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
88 | |
201 | |
89 | /* filter out the mutually exclusive options */ |
202 | /* filter out the mutually exclusive options */ |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
203 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
91 | { |
204 | { |
92 | if (rndm (2)) |
205 | if (rmg_rndm (2)) |
93 | treasureoptions -= 1; |
206 | treasureoptions -= 1; |
94 | else |
207 | else |
95 | treasureoptions -= 2; |
208 | treasureoptions -= 2; |
96 | } |
209 | } |
97 | |
210 | |
… | |
… | |
118 | } |
231 | } |
119 | |
232 | |
120 | /* all the treasure at one spot in the map. */ |
233 | /* all the treasure at one spot in the map. */ |
121 | if (treasureoptions & CONCENTRATED) |
234 | if (treasureoptions & CONCENTRATED) |
122 | { |
235 | { |
123 | |
|
|
124 | /* map_layout_style global, and is previously set */ |
236 | /* map_layout_style global, and is previously set */ |
125 | switch (RP->map_layout_style) |
237 | switch (RP->map_layout_style) |
126 | { |
238 | { |
127 | case LAYOUT_ONION: |
239 | case LAYOUT_ONION: |
128 | case LAYOUT_SPIRAL: |
240 | case LAYOUT_SPIRAL: |
… | |
… | |
140 | int tdiv = RP->symmetry_used; |
252 | int tdiv = RP->symmetry_used; |
141 | object *chest; |
253 | object *chest; |
142 | |
254 | |
143 | if (tdiv == 3) |
255 | if (tdiv == 3) |
144 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
256 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
257 | |
145 | /* don't put a chest on an exit. */ |
258 | /* don't put a chest on an exit. */ |
146 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
259 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
147 | |
260 | |
148 | if (!chest) |
261 | if (!chest) |
149 | continue; /* if no chest was placed NEXT */ |
262 | continue; /* if no chest was placed NEXT */ |
… | |
… | |
157 | } |
270 | } |
158 | } |
271 | } |
159 | } |
272 | } |
160 | break; |
273 | break; |
161 | } |
274 | } |
|
|
275 | |
162 | default: |
276 | default: |
163 | { |
277 | { |
164 | int i, j, tries; |
278 | int i, j, tries; |
165 | object *chest; |
279 | object *chest; |
166 | object **doorlist; |
280 | object **doorlist; |
167 | |
281 | |
168 | i = j = -1; |
282 | i = j = -1; |
169 | tries = 0; |
283 | tries = 0; |
170 | while (i == -1 && tries < 100) |
284 | while (i == -1 && tries < 100) |
171 | { |
285 | { |
172 | i = rndm (RP->Xsize - 2) + 1; |
286 | i = rmg_rndm (RP->Xsize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
287 | j = rmg_rndm (RP->Ysize - 2) + 1; |
174 | find_enclosed_spot (map, &i, &j, RP); |
288 | find_enclosed_spot (map, &i, &j, RP); |
|
|
289 | |
175 | if (wall_blocked (map, i, j)) |
290 | if (wall_blocked (map, i, j)) |
176 | i = -1; |
291 | i = -1; |
|
|
292 | |
177 | tries++; |
293 | tries++; |
178 | } |
294 | } |
|
|
295 | |
179 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
296 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
297 | |
180 | if (!chest) |
298 | if (!chest) |
181 | return; |
299 | return; |
|
|
300 | |
182 | i = chest->x; |
301 | i = chest->x; |
183 | j = chest->y; |
302 | j = chest->y; |
184 | if (treasureoptions & (DOORED | HIDDEN)) |
303 | if (treasureoptions & (DOORED | HIDDEN)) |
185 | { |
304 | { |
186 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
305 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
194 | { /* DIFFUSE treasure layout */ |
313 | { /* DIFFUSE treasure layout */ |
195 | int ti, i, j; |
314 | int ti, i, j; |
196 | |
315 | |
197 | for (ti = 0; ti < num_treasures; ti++) |
316 | for (ti = 0; ti < num_treasures; ti++) |
198 | { |
317 | { |
199 | i = rndm (RP->Xsize - 2) + 1; |
318 | i = rmg_rndm (RP->Xsize - 2) + 1; |
200 | j = rndm (RP->Ysize - 2) + 1; |
319 | j = rmg_rndm (RP->Ysize - 2) + 1; |
201 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
320 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
202 | } |
321 | } |
203 | } |
322 | } |
204 | } |
323 | } |
205 | |
324 | |
206 | /* put a chest into the map, near x and y, with the treasure style |
325 | /* put a chest into the map, near x and y, with the treasure style |
207 | determined (may be null, or may be a treasure list from lib/treasures, |
326 | determined (may be null, or may be a treasure list from lib/treasures, |
208 | if the global variable "treasurestyle" is set to that treasure list's name */ |
327 | if the global variable "treasurestyle" is set to that treasure list's name */ |
209 | |
|
|
210 | object * |
328 | object * |
211 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
329 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
212 | { |
330 | { |
213 | object *the_chest; |
|
|
214 | int i, xl, yl; |
|
|
215 | |
|
|
216 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
331 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
217 | |
332 | |
218 | /* first, find a place to put the chest. */ |
333 | /* first, find a place to put the chest. */ |
219 | i = find_first_free_spot (the_chest, map, x, y); |
334 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
220 | if (i == -1) |
335 | if (i == -1) |
221 | { |
336 | { |
222 | the_chest->destroy (); |
337 | the_chest->destroy (); |
223 | return NULL; |
338 | return NULL; |
224 | } |
339 | } |
225 | |
340 | |
226 | xl = x + freearr_x[i]; |
341 | int xl = x + freearr_x[i]; |
227 | yl = y + freearr_y[i]; |
342 | int yl = y + freearr_y[i]; |
228 | |
343 | |
229 | /* if the placement is blocked, return a fail. */ |
344 | /* if the placement is blocked, return a fail. */ |
230 | if (wall_blocked (map, xl, yl)) |
345 | if (wall_blocked (map, xl, yl)) |
231 | return 0; |
346 | return 0; |
232 | |
347 | |
… | |
… | |
239 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
354 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
240 | |
355 | |
241 | if (tlist != NULL) |
356 | if (tlist != NULL) |
242 | for (ti = 0; ti < n_treasures; ti++) |
357 | for (ti = 0; ti < n_treasures; ti++) |
243 | { /* use the treasure list */ |
358 | { /* use the treasure list */ |
244 | object *new_treasure = style_map->pick_random_object (); |
359 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
245 | |
360 | |
246 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
361 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
247 | } |
362 | } |
248 | else |
363 | else |
249 | { /* use the style map */ |
364 | { /* use the style map */ |
… | |
… | |
260 | |
375 | |
261 | /* stick a trap in the chest if required */ |
376 | /* stick a trap in the chest if required */ |
262 | if (treasureoptions & TRAPPED) |
377 | if (treasureoptions & TRAPPED) |
263 | { |
378 | { |
264 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
379 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
265 | object *the_trap; |
|
|
266 | |
380 | |
267 | if (trap_map) |
381 | if (trap_map) |
268 | { |
382 | { |
269 | the_trap = trap_map->pick_random_object (); |
383 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
384 | |
270 | the_trap->stats.Cha = 10 + RP->difficulty; |
385 | the_trap->stats.Cha = 10 + RP->difficulty; |
271 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
386 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
387 | |
272 | if (the_trap) |
388 | if (the_trap) |
273 | { |
389 | { |
274 | object *new_trap; |
390 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
275 | |
391 | |
276 | new_trap = arch_to_object (the_trap->arch); |
|
|
277 | new_trap->copy_to (the_trap); |
|
|
278 | new_trap->x = x; |
392 | new_trap->x = x; |
279 | new_trap->y = y; |
393 | new_trap->y = y; |
280 | insert_ob_in_ob (new_trap, the_chest); |
394 | insert_ob_in_ob (new_trap, the_chest); |
281 | } |
395 | } |
282 | } |
396 | } |
… | |
… | |
285 | /* set the chest lock code, and call the keyplacer routine with |
399 | /* set the chest lock code, and call the keyplacer routine with |
286 | the lockcode. It's not worth bothering to lock the chest if |
400 | the lockcode. It's not worth bothering to lock the chest if |
287 | there's only 1 treasure.... */ |
401 | there's only 1 treasure.... */ |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
402 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
289 | { |
403 | { |
290 | char keybuf[1024]; |
404 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
291 | |
|
|
292 | sprintf (keybuf, "%d", rndm (1000000000)); |
|
|
293 | the_chest->slaying = keybuf; |
|
|
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
405 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
295 | } |
406 | } |
296 | |
407 | |
297 | /* actually place the chest. */ |
408 | /* actually place the chest. */ |
298 | the_chest->x = xl; |
409 | the_chest->x = xl; |
299 | the_chest->y = yl; |
410 | the_chest->y = yl; |
… | |
… | |
328 | } |
439 | } |
329 | } |
440 | } |
330 | return NULL; |
441 | return NULL; |
331 | } |
442 | } |
332 | |
443 | |
333 | |
|
|
334 | |
|
|
335 | /* places keys in the map, preferably in something alive. |
|
|
336 | keycode is the key's code, |
|
|
337 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
338 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
339 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
340 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
341 | |
|
|
342 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
343 | sure a key is placed on both sides of the door. |
|
|
344 | */ |
|
|
345 | int |
|
|
346 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
347 | { |
|
|
348 | int i, j; |
|
|
349 | int kx = 0, ky = 0; |
|
|
350 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
351 | object *the_key; |
|
|
352 | |
|
|
353 | /* get a key and set its keycode */ |
|
|
354 | the_key = get_archetype ("key2"); |
|
|
355 | the_key->slaying = keycode; |
|
|
356 | |
|
|
357 | if (door_flag == PASS_DOORS) |
|
|
358 | { |
|
|
359 | int tries = 0; |
|
|
360 | |
|
|
361 | the_keymaster = 0; |
|
|
362 | while (tries < 15 && !the_keymaster) |
|
|
363 | { |
|
|
364 | i = rndm (RP->Xsize - 2) + 1; |
|
|
365 | j = rndm (RP->Ysize - 2) + 1; |
|
|
366 | tries++; |
|
|
367 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
368 | } |
|
|
369 | |
|
|
370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
371 | if (!the_keymaster) |
|
|
372 | { |
|
|
373 | int freeindex; |
|
|
374 | |
|
|
375 | freeindex = -1; |
|
|
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
377 | { |
|
|
378 | kx = rndm (RP->Xsize - 2) + 1; |
|
|
379 | ky = rndm (RP->Ysize - 2) + 1; |
|
|
380 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
381 | } |
|
|
382 | |
|
|
383 | // can freeindex ever be < 0? |
|
|
384 | if (freeindex >= 0) |
|
|
385 | { |
|
|
386 | kx += freearr_x [freeindex]; |
|
|
387 | ky += freearr_y [freeindex]; |
|
|
388 | } |
|
|
389 | } |
|
|
390 | } |
|
|
391 | else |
|
|
392 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
393 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
394 | NO_PASS_DOORS is set. */ |
|
|
395 | if (n_keys == 1) |
|
|
396 | { |
|
|
397 | if (wall_blocked (map, x, y)) |
|
|
398 | return 0; |
|
|
399 | |
|
|
400 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
401 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
402 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
403 | } |
|
|
404 | else |
|
|
405 | { |
|
|
406 | int sum = 0; /* count how many keys we actually place */ |
|
|
407 | |
|
|
408 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
409 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
410 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
411 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
412 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
413 | |
|
|
414 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
415 | { /* diagonally this time. */ |
|
|
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 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
420 | } |
|
|
421 | |
|
|
422 | return 1; |
|
|
423 | } |
|
|
424 | } |
|
|
425 | |
|
|
426 | if (!the_keymaster) |
|
|
427 | { |
|
|
428 | the_key->x = kx; |
|
|
429 | the_key->y = ky; |
|
|
430 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
431 | return 1; |
|
|
432 | } |
|
|
433 | |
|
|
434 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
|
|
435 | return 1; |
|
|
436 | } |
|
|
437 | |
|
|
438 | |
|
|
439 | |
|
|
440 | /* both find_monster_in_room routines need to have access to this. */ |
444 | /* both find_monster_in_room routines need to have access to this. */ |
441 | |
445 | |
442 | object *theMonsterToFind; |
446 | object *theMonsterToFind; |
443 | |
447 | |
444 | /* 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. |
… | |
… | |
476 | return theMonsterToFind; |
480 | return theMonsterToFind; |
477 | } |
481 | } |
478 | } |
482 | } |
479 | |
483 | |
480 | /* 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 */ |
481 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
485 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
482 | { |
486 | { |
483 | 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); |
484 | if (theMonsterToFind != NULL) |
488 | if (theMonsterToFind != NULL) |
485 | return theMonsterToFind; |
489 | return theMonsterToFind; |
486 | } |
490 | } |
|
|
491 | |
487 | return theMonsterToFind; |
492 | return theMonsterToFind; |
488 | } |
493 | } |
489 | |
|
|
490 | |
494 | |
491 | /* sets up some data structures: the _recursive form does the |
495 | /* sets up some data structures: the _recursive form does the |
492 | real work. */ |
496 | real work. */ |
493 | |
|
|
494 | object * |
497 | object * |
495 | 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) |
496 | { |
499 | { |
497 | char **layout2; |
500 | Layout layout2 (RP); |
498 | 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++) |
|
|
506 | for (int j = 0; j < layout2->h; j++) |
|
|
507 | if (wall_blocked (map, i, j)) |
|
|
508 | layout2[i][j] = '#'; |
499 | |
509 | |
500 | theMonsterToFind = 0; |
510 | theMonsterToFind = 0; |
501 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
502 | /* allocate and copy the layout, converting C to 0. */ |
|
|
503 | for (i = 0; i < RP->Xsize; i++) |
|
|
504 | { |
|
|
505 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
506 | for (j = 0; j < RP->Ysize; j++) |
|
|
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); |
511 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 | |
512 | |
513 | /* deallocate the temp. layout */ |
513 | layout2.free (); |
514 | for (i = 0; i < RP->Xsize; i++) |
|
|
515 | free (layout2[i]); |
|
|
516 | |
|
|
517 | free (layout2); |
|
|
518 | |
514 | |
519 | return theMonsterToFind; |
515 | return theMonsterToFind; |
520 | } |
516 | } |
521 | |
517 | |
522 | /* 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 */ |
… | |
… | |
547 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
548 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
549 | number_of_free_spots_in_room++; |
545 | number_of_free_spots_in_room++; |
550 | |
546 | |
551 | /* 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 */ |
552 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
553 | 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); |
554 | |
550 | |
555 | } |
551 | } |
556 | |
552 | |
557 | /* 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. */ |
… | |
… | |
578 | /* setup num_free_spots and room_free_spots */ |
574 | /* setup num_free_spots and room_free_spots */ |
579 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
580 | |
576 | |
581 | if (number_of_free_spots_in_room > 0) |
577 | if (number_of_free_spots_in_room > 0) |
582 | { |
578 | { |
583 | i = rndm (number_of_free_spots_in_room); |
579 | i = rmg_rndm (number_of_free_spots_in_room); |
584 | *kx = room_free_spots_x[i]; |
580 | *kx = room_free_spots_x[i]; |
585 | *ky = room_free_spots_y[i]; |
581 | *ky = room_free_spots_y[i]; |
586 | } |
582 | } |
587 | |
583 | |
588 | /* deallocate the temp. layout */ |
584 | /* deallocate the temp. layout */ |
… | |
… | |
656 | *cy = ly; |
652 | *cy = ly; |
657 | return; |
653 | return; |
658 | } |
654 | } |
659 | } |
655 | } |
660 | /* give up and return the closest free spot. */ |
656 | /* give up and return the closest free spot. */ |
661 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
657 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
662 | |
658 | |
663 | if (i != -1) |
659 | if (i != -1) |
664 | { |
660 | { |
665 | *cx = x + freearr_x[i]; |
661 | *cx = x + freearr_x[i]; |
666 | *cy = y + freearr_y[i]; |
662 | *cy = y + freearr_y[i]; |
… | |
… | |
674 | } |
670 | } |
675 | |
671 | |
676 | void |
672 | void |
677 | remove_monsters (int x, int y, maptile *map) |
673 | remove_monsters (int x, int y, maptile *map) |
678 | { |
674 | { |
679 | object *tmp; |
|
|
680 | |
|
|
681 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
675 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
682 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
683 | { |
676 | { |
684 | if (tmp->head) |
677 | object *next = tmp->above; |
685 | tmp = tmp->head; |
678 | |
686 | tmp->remove (); |
679 | if (tmp->flag [FLAG_ALIVE]) |
687 | tmp->destroy (); |
680 | tmp->head_ ()->destroy (); |
688 | tmp = GET_MAP_OB (map, x, y); |
681 | |
689 | if (tmp == NULL) |
682 | tmp = next; |
690 | break; |
|
|
691 | }; |
683 | } |
692 | } |
684 | } |
693 | |
685 | |
694 | /* surrounds the point x,y by doors, so as to enclose something, like |
686 | /* surrounds the point x,y by doors, so as to enclose something, like |
695 | a chest. It only goes as far as the 8 squares surrounding, and |
687 | a chest. It only goes as far as the 8 squares surrounding, and |
696 | it'll remove any monsters it finds.*/ |
688 | it'll remove any monsters it finds.*/ |
… | |
… | |
783 | else |
775 | else |
784 | { |
776 | { |
785 | layout[x][y] = 1; |
777 | layout[x][y] = 1; |
786 | |
778 | |
787 | /* now search all the 8 squares around recursively for free spots,in random order */ |
779 | /* now search all the 8 squares around recursively for free spots,in random order */ |
788 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
780 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
789 | find_doors_in_room_recursive (layout, map, |
781 | find_doors_in_room_recursive (layout, map, |
790 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
782 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
791 | doorlist, ndoors, RP); |
783 | doorlist, ndoors, RP); |
792 | } |
784 | } |
793 | } |
785 | } |
… | |
… | |
797 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
789 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
798 | { |
790 | { |
799 | int i, j; |
791 | int i, j; |
800 | int ndoors = 0; |
792 | int ndoors = 0; |
801 | |
793 | |
802 | object **doorlist = (object **) calloc (sizeof (int), 1024); |
794 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
803 | |
795 | |
804 | MazeData layout2 (RP->Xsize, RP->Ysize); |
796 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
|
|
797 | layout2.clear (); |
805 | |
798 | |
806 | /* allocate and copy the layout, converting C to 0. */ |
799 | /* allocate and copy the layout, converting C to 0. */ |
807 | for (i = 0; i < RP->Xsize; i++) |
800 | for (i = 0; i < RP->Xsize; i++) |
808 | for (j = 0; j < RP->Ysize; j++) |
801 | for (j = 0; j < RP->Ysize; j++) |
809 | if (wall_blocked (map, i, j)) |
802 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
810 | layout2[i][j] = '#'; |
|
|
811 | |
803 | |
812 | /* setup num_free_spots and room_free_spots */ |
804 | /* setup num_free_spots and room_free_spots */ |
813 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
805 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
814 | |
806 | |
815 | return doorlist; |
807 | return doorlist; |
… | |
… | |
825 | |
817 | |
826 | /* lock the doors and hide the keys. */ |
818 | /* lock the doors and hide the keys. */ |
827 | |
819 | |
828 | if (opts & DOORED) |
820 | if (opts & DOORED) |
829 | { |
821 | { |
830 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
822 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
831 | { |
823 | { |
832 | object *new_door = get_archetype ("locked_door1"); |
824 | object *new_door = get_archetype (shstr_locked_door1); |
833 | char keybuf[1024]; |
|
|
834 | |
825 | |
835 | door = doorlist[i]; |
826 | door = doorlist[i]; |
836 | new_door->face = door->face; |
827 | new_door->face = door->face; |
837 | new_door->x = door->x; |
828 | new_door->x = door->x; |
838 | new_door->y = door->y; |
829 | new_door->y = door->y; |
839 | door->remove (); |
|
|
840 | door->destroy (); |
830 | door->destroy (); |
841 | doorlist[i] = new_door; |
831 | doorlist[i] = new_door; |
842 | insert_ob_in_map (new_door, map, NULL, 0); |
832 | insert_ob_in_map (new_door, map, NULL, 0); |
843 | sprintf (keybuf, "%d", rndm (1000000000)); |
833 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
844 | new_door->slaying = keybuf; |
|
|
845 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
834 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
846 | } |
835 | } |
847 | } |
836 | } |
848 | |
837 | |
849 | /* change the faces of the doors and surrounding walls to hide them. */ |
838 | /* change the faces of the doors and surrounding walls to hide them. */ |
850 | if (opts & HIDDEN) |
839 | if (opts & HIDDEN) |
… | |
… | |
859 | { |
848 | { |
860 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
849 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
861 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
850 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
862 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
851 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
863 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
852 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
853 | |
864 | door->face = wallface->face; |
854 | door->face = wallface->face; |
865 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
855 | |
866 | wallface->remove (); |
|
|
867 | wallface->destroy (); |
856 | wallface->destroy (); |
868 | } |
857 | } |
869 | } |
858 | } |
870 | } |
859 | } |
871 | } |
860 | } |