… | |
… | |
48 | bc_random (int x) |
48 | bc_random (int x) |
49 | { |
49 | { |
50 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
50 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
51 | } |
51 | } |
52 | |
52 | |
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53 | static object * |
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54 | gen_key (const shstr &keycode) |
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55 | { |
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56 | /* get a key and set its keycode */ |
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57 | object *key = archetype::get (shstr_key2); |
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58 | |
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59 | key->slaying = keycode; |
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60 | key->stats.food = 100; |
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61 | key->speed_left = -1.f; |
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62 | key->flag [FLAG_IS_USED_UP] = true; |
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63 | key->set_speed (1.f / 300.f); |
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64 | |
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65 | return key; |
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66 | } |
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67 | |
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68 | /* places keys in the map, preferably in something alive. |
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69 | keycode is the key's code, |
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70 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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71 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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72 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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73 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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74 | |
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75 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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76 | sure a key is placed on both sides of the door. |
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77 | */ |
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78 | static int |
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79 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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80 | { |
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81 | int i, j; |
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82 | int kx = 0, ky = 0; |
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83 | object *the_keymaster; /* the monster that gets the key. */ |
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84 | |
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85 | if (door_flag == PASS_DOORS) |
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86 | { |
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87 | int tries = 0; |
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88 | |
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89 | the_keymaster = 0; |
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90 | while (tries < 15 && !the_keymaster) |
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91 | { |
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92 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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93 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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94 | tries++; |
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95 | the_keymaster = find_closest_monster (map, i, j, RP); |
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96 | } |
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97 | |
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98 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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99 | if (!the_keymaster) |
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100 | { |
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101 | int freeindex; |
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102 | |
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103 | freeindex = -1; |
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104 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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105 | { |
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106 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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107 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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108 | freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); |
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109 | } |
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110 | |
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111 | // can freeindex ever be < 0? |
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112 | if (freeindex >= 0) |
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113 | { |
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114 | kx += freearr_x [freeindex]; |
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115 | ky += freearr_y [freeindex]; |
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116 | } |
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117 | } |
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118 | } |
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119 | else |
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120 | { /* NO_PASS_DOORS --we have to work harder. */ |
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121 | /* don't try to keyplace if we're sitting on a blocked square and |
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122 | NO_PASS_DOORS is set. */ |
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123 | if (n_keys == 1) |
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124 | { |
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125 | if (wall_blocked (map, x, y)) |
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126 | return 0; |
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127 | |
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128 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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129 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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130 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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131 | } |
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132 | else |
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133 | { |
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134 | int sum = 0; /* count how many keys we actually place */ |
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135 | |
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136 | /* I'm lazy, so just try to place in all 4 directions. */ |
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137 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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138 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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139 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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140 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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141 | |
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142 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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143 | { /* diagonally this time. */ |
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144 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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145 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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146 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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147 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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148 | } |
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149 | |
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150 | return 1; |
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151 | } |
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152 | } |
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153 | |
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154 | object *the_key = gen_key (keycode); |
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155 | |
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156 | if (the_keymaster) |
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157 | the_keymaster->head_ ()->insert (the_key); |
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158 | else |
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159 | { |
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160 | the_key->x = kx; |
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161 | the_key->y = ky; |
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162 | insert_ob_in_map (the_key, map, NULL, 0); |
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163 | } |
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164 | |
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165 | return 1; |
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166 | } |
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167 | |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
168 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | * and doors but not monsters. |
169 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
170 | * This function is not map tile aware. |
56 | */ |
171 | */ |
57 | int |
172 | int |
… | |
… | |
286 | /* set the chest lock code, and call the keyplacer routine with |
401 | /* set the chest lock code, and call the keyplacer routine with |
287 | the lockcode. It's not worth bothering to lock the chest if |
402 | the lockcode. It's not worth bothering to lock the chest if |
288 | there's only 1 treasure.... */ |
403 | there's only 1 treasure.... */ |
289 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
404 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
290 | { |
405 | { |
291 | char keybuf[1024]; |
406 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
292 | |
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293 | sprintf (keybuf, "%d", rmg_rndm (1000000000)); |
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294 | the_chest->slaying = keybuf; |
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295 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
407 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
296 | } |
408 | } |
297 | |
409 | |
298 | /* actually place the chest. */ |
410 | /* actually place the chest. */ |
299 | the_chest->x = xl; |
411 | the_chest->x = xl; |
300 | the_chest->y = yl; |
412 | the_chest->y = yl; |
… | |
… | |
328 | return the_monster; |
440 | return the_monster; |
329 | } |
441 | } |
330 | } |
442 | } |
331 | return NULL; |
443 | return NULL; |
332 | } |
444 | } |
333 | |
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334 | |
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335 | |
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336 | /* places keys in the map, preferably in something alive. |
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337 | keycode is the key's code, |
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338 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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339 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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340 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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341 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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342 | |
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343 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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344 | sure a key is placed on both sides of the door. |
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345 | */ |
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346 | int |
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347 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
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348 | { |
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349 | int i, j; |
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350 | int kx = 0, ky = 0; |
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351 | object *the_keymaster; /* the monster that gets the key. */ |
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352 | |
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353 | /* get a key and set its keycode */ |
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354 | object *the_key = archetype::get (shstr_key2); |
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355 | the_key->slaying = keycode; |
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356 | |
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357 | if (door_flag == PASS_DOORS) |
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358 | { |
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359 | int tries = 0; |
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360 | |
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361 | the_keymaster = 0; |
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362 | while (tries < 15 && !the_keymaster) |
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363 | { |
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364 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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365 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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366 | tries++; |
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367 | the_keymaster = find_closest_monster (map, i, j, RP); |
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368 | } |
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369 | |
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370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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371 | if (!the_keymaster) |
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372 | { |
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373 | int freeindex; |
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374 | |
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375 | freeindex = -1; |
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376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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377 | { |
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378 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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379 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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380 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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381 | } |
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382 | |
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383 | // can freeindex ever be < 0? |
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384 | if (freeindex >= 0) |
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385 | { |
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386 | kx += freearr_x [freeindex]; |
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387 | ky += freearr_y [freeindex]; |
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388 | } |
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389 | } |
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390 | } |
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391 | else |
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392 | { /* NO_PASS_DOORS --we have to work harder. */ |
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393 | /* don't try to keyplace if we're sitting on a blocked square and |
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394 | NO_PASS_DOORS is set. */ |
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395 | if (n_keys == 1) |
|
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396 | { |
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397 | if (wall_blocked (map, x, y)) |
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398 | return 0; |
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399 | |
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400 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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401 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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402 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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403 | } |
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404 | else |
|
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405 | { |
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406 | int sum = 0; /* count how many keys we actually place */ |
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407 | |
|
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408 | /* I'm lazy, so just try to place in all 4 directions. */ |
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409 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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410 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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411 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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412 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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413 | |
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414 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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415 | { /* diagonally this time. */ |
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416 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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417 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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418 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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419 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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420 | } |
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421 | |
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422 | return 1; |
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423 | } |
|
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424 | } |
|
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425 | |
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426 | if (!the_keymaster) |
|
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427 | { |
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428 | the_key->x = kx; |
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429 | the_key->y = ky; |
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430 | insert_ob_in_map (the_key, map, NULL, 0); |
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431 | return 1; |
|
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432 | } |
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433 | |
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434 | insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
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|
435 | return 1; |
|
|
436 | } |
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437 | |
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438 | |
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439 | |
445 | |
440 | /* both find_monster_in_room routines need to have access to this. */ |
446 | /* both find_monster_in_room routines need to have access to this. */ |
441 | |
447 | |
442 | object *theMonsterToFind; |
448 | object *theMonsterToFind; |
443 | |
449 | |
… | |
… | |
820 | if (opts & DOORED) |
826 | if (opts & DOORED) |
821 | { |
827 | { |
822 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
828 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
823 | { |
829 | { |
824 | object *new_door = get_archetype ("locked_door1"); |
830 | object *new_door = get_archetype ("locked_door1"); |
825 | char keybuf[1024]; |
|
|
826 | |
831 | |
827 | door = doorlist[i]; |
832 | door = doorlist[i]; |
828 | new_door->face = door->face; |
833 | new_door->face = door->face; |
829 | new_door->x = door->x; |
834 | new_door->x = door->x; |
830 | new_door->y = door->y; |
835 | new_door->y = door->y; |
831 | door->remove (); |
836 | door->remove (); |
832 | door->destroy (); |
837 | door->destroy (); |
833 | doorlist[i] = new_door; |
838 | doorlist[i] = new_door; |
834 | insert_ob_in_map (new_door, map, NULL, 0); |
839 | insert_ob_in_map (new_door, map, NULL, 0); |
835 | sprintf (keybuf, "%d", rmg_rndm (1000000000)); |
840 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
836 | new_door->slaying = keybuf; |
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|
837 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
841 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
838 | } |
842 | } |
839 | } |
843 | } |
840 | |
844 | |
841 | /* change the faces of the doors and surrounding walls to hide them. */ |
845 | /* change the faces of the doors and surrounding walls to hide them. */ |
842 | if (opts & HIDDEN) |
846 | if (opts & HIDDEN) |