1 | /* |
1 | /* |
2 | * static char *rcsid_treasure_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
30 | |
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31 | |
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32 | |
26 | |
33 | #include <global.h> |
27 | #include <global.h> |
34 | #include <random_map.h> |
28 | #include <random_map.h> |
35 | #include <rproto.h> |
29 | #include <rproto.h> |
36 | |
30 | |
37 | /* some defines for various options which can be set. */ |
31 | /* some defines for various options which can be set. */ |
38 | |
32 | |
39 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
33 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
40 | #define HIDDEN 2 /* doors to treasure are hidden. */ |
34 | #define HIDDEN 2 /* doors to treasure are hidden. */ |
41 | #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
35 | #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
42 | #define DOORED 8 /* treasure has doors around it. */ |
36 | #define DOORED 8 /* treasure has doors around it. */ |
43 | #define TRAPPED 16 /* trap dropped in same location as chest. */ |
37 | #define TRAPPED 16 /* trap dropped in same location as chest. */ |
44 | #define SPARSE 32 /* 1/2 as much treasure as default */ |
38 | #define SPARSE 32 /* 1/2 as much treasure as default */ |
45 | #define RICH 64 /* 2x as much treasure as default */ |
39 | #define RICH 64 /* 2x as much treasure as default */ |
46 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
40 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
47 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
48 | |
42 | |
49 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
50 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
51 | |
45 | |
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46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
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47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
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48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
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49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
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50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
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51 | static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
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52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
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54 | static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); |
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55 | |
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56 | /* a macro to get a strongly centered random distribution, |
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57 | from 0 to x, centered at x/2 */ |
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58 | static int |
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59 | bc_random (int x) |
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60 | { |
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61 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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62 | } |
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63 | |
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64 | static object * |
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65 | gen_key (const shstr &keycode) |
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66 | { |
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67 | /* get a key and set its keycode */ |
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68 | object *key = archetype::get (shstr_key_random_map); |
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69 | key->slaying = keycode; |
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70 | return key; |
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71 | } |
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72 | |
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73 | /* places keys in the map, preferably in something alive. |
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74 | keycode is the key's code, |
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75 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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76 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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77 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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78 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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79 | |
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80 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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81 | sure a key is placed on both sides of the door. |
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82 | */ |
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83 | static int |
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84 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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85 | { |
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86 | int i, j; |
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87 | int kx = 0, ky = 0; |
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88 | object *the_keymaster; /* the monster that gets the key. */ |
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89 | object *the_key = gen_key (keycode); |
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90 | |
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91 | if (door_flag == PASS_DOORS) |
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92 | { |
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93 | int tries = 0; |
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94 | |
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95 | the_keymaster = 0; |
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96 | while (tries < 15 && !the_keymaster) |
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97 | { |
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98 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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99 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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100 | tries++; |
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101 | the_keymaster = find_closest_monster (map, i, j, RP); |
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102 | } |
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103 | |
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104 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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105 | if (!the_keymaster) |
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106 | { |
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107 | int freeindex; |
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108 | |
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109 | freeindex = -1; |
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110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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111 | { |
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112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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114 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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115 | } |
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116 | |
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117 | // can freeindex ever be < 0? |
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118 | if (freeindex >= 0) |
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119 | { |
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120 | kx += freearr_x [freeindex]; |
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121 | ky += freearr_y [freeindex]; |
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122 | } |
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123 | } |
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124 | } |
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125 | else |
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126 | { /* NO_PASS_DOORS --we have to work harder. */ |
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127 | /* don't try to keyplace if we're sitting on a blocked square and |
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128 | NO_PASS_DOORS is set. */ |
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129 | if (n_keys == 1) |
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130 | { |
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131 | if (wall_blocked (map, x, y)) |
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132 | { |
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133 | the_key->destroy (); |
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134 | return 0; |
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135 | } |
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136 | |
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137 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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139 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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140 | } |
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141 | else |
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142 | { |
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143 | int sum = 0; /* count how many keys we actually place */ |
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144 | |
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145 | /* I'm lazy, so just try to place in all 4 directions. */ |
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146 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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147 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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148 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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149 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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150 | |
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151 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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152 | { /* diagonally this time. */ |
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153 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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157 | } |
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158 | |
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159 | the_key->destroy (); |
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160 | return 1; |
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161 | } |
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162 | } |
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163 | |
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164 | if (the_keymaster) |
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165 | the_keymaster->head_ ()->insert (the_key); |
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166 | else |
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167 | { |
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168 | the_key->x = kx; |
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169 | the_key->y = ky; |
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170 | insert_ob_in_map (the_key, map, NULL, 0); |
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171 | } |
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172 | |
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173 | return 1; |
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174 | } |
52 | |
175 | |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
176 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | * and doors but not monsters. |
177 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
178 | * This function is not map tile aware. |
56 | */ |
179 | */ |
57 | |
180 | int |
58 | int wall_blocked(mapstruct *m, int x, int y) { |
181 | wall_blocked (maptile *m, int x, int y) |
59 | int r; |
182 | { |
60 | |
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61 | if(OUT_OF_REAL_MAP(m,x,y)) |
183 | if (OUT_OF_REAL_MAP (m, x, y)) |
62 | return 1; |
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63 | r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; |
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64 | return r; |
184 | return 1; |
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185 | |
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186 | m->at (x, y).update (); |
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187 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
65 | } |
188 | } |
66 | |
189 | |
67 | /* place treasures in the map, given the |
190 | /* place treasures in the map, given the |
68 | map, (required) |
191 | map, (required) |
69 | layout, (required) |
192 | layout, (required) |
70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
193 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
71 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
72 | */ |
195 | */ |
73 | |
196 | void |
74 | void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { |
197 | place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP) |
75 | char styledirname[256]; |
198 | { |
76 | char stylefilepath[256]; |
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77 | mapstruct *style_map=0; |
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78 | int num_treasures; |
199 | int num_treasures; |
79 | |
200 | |
80 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
81 | if(treasure_style) if(!strcmp(treasure_style,"none")) return; |
202 | if (treasure_style) |
82 | if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); |
203 | if (!strcmp (treasure_style, "none")) |
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204 | return; |
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205 | |
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206 | if (treasureoptions <= 0) |
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207 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
83 | |
208 | |
84 | /* filter out the mutually exclusive options */ |
209 | /* filter out the mutually exclusive options */ |
85 | if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { |
210 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
86 | if(RANDOM()%2) treasureoptions -=1; |
211 | { |
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212 | if (rmg_rndm (2)) |
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213 | treasureoptions -= 1; |
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214 | else |
87 | else treasureoptions-=2;} |
215 | treasureoptions -= 2; |
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216 | } |
88 | |
217 | |
89 | /* pick the number of treasures */ |
218 | /* pick the number of treasures */ |
90 | if(treasureoptions & SPARSE) |
219 | if (treasureoptions & SPARSE) |
91 | num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); |
220 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
92 | else if(treasureoptions & RICH) |
221 | else if (treasureoptions & RICH) |
93 | num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); |
222 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
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223 | else |
94 | else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); |
224 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
95 | |
225 | |
96 | if(num_treasures <= 0 ) return; |
226 | if (num_treasures <= 0) |
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227 | return; |
97 | |
228 | |
98 | /* get the style map */ |
229 | /* get the style map */ |
99 | sprintf(styledirname,"%s","/styles/treasurestyles"); |
230 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
100 | sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); |
231 | |
101 | style_map = find_style(styledirname,treasure_style,-1); |
232 | if (!style_map) |
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233 | { |
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234 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
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235 | return; |
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236 | } |
102 | |
237 | |
103 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
104 | if(treasureoptions & CONCENTRATED) { |
239 | if (treasureoptions & CONCENTRATED) |
105 | |
240 | { |
106 | /* map_layout_style global, and is previously set */ |
241 | /* map_layout_style global, and is previously set */ |
107 | switch(RP->map_layout_style) { |
242 | switch (RP->map_layout_style) |
108 | case ONION_LAYOUT: |
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109 | case SPIRAL_LAYOUT: |
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110 | case SQUARE_SPIRAL_LAYOUT: |
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111 | { |
243 | { |
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244 | case LAYOUT_ONION: |
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245 | case LAYOUT_SPIRAL: |
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246 | case LAYOUT_SQUARE_SPIRAL: |
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247 | { |
112 | int i,j; |
248 | int i, j; |
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249 | |
113 | /* search the onion for C's or '>', and put treasure there. */ |
250 | /* search the onion for C's or '>', and put treasure there. */ |
114 | for(i=0;i<RP->Xsize;i++) { |
251 | for (i = 0; i < RP->Xsize; i++) |
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252 | { |
115 | for(j=0;j<RP->Ysize;j++) { |
253 | for (j = 0; j < RP->Ysize; j++) |
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254 | { |
116 | if(layout[i][j]=='C' || layout[i][j]=='>') { |
255 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
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256 | { |
117 | int tdiv = RP->symmetry_used; |
257 | int tdiv = RP->symmetry_used; |
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258 | object *chest; |
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259 | |
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260 | if (tdiv == 3) |
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261 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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262 | |
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263 | /* don't put a chest on an exit. */ |
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264 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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265 | |
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266 | if (!chest) |
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267 | continue; /* if no chest was placed NEXT */ |
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268 | |
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269 | if (treasureoptions & (DOORED | HIDDEN)) |
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270 | { |
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271 | object **doorlist = find_doors_in_room (map, i, j, RP); |
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272 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
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273 | free (doorlist); |
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274 | } |
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275 | } |
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276 | } |
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277 | } |
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278 | break; |
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279 | } |
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280 | |
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281 | default: |
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282 | { |
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283 | int i, j, tries; |
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284 | object *chest; |
118 | object **doorlist; |
285 | object **doorlist; |
119 | object *chest; |
286 | |
120 | if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ |
287 | i = j = -1; |
121 | /* don't put a chest on an exit. */ |
288 | tries = 0; |
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289 | while (i == -1 && tries < 100) |
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290 | { |
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291 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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292 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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293 | find_enclosed_spot (map, &i, &j, RP); |
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294 | |
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295 | if (wall_blocked (map, i, j)) |
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296 | i = -1; |
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297 | |
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298 | tries++; |
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299 | } |
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300 | |
122 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); |
301 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
123 | if(!chest) continue; /* if no chest was placed NEXT */ |
302 | |
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303 | if (!chest) |
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304 | return; |
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305 | |
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306 | i = chest->x; |
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307 | j = chest->y; |
124 | if(treasureoptions & (DOORED|HIDDEN)) { |
308 | if (treasureoptions & (DOORED | HIDDEN)) |
125 | doorlist=find_doors_in_room(map,i,j,RP); |
309 | { |
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310 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
126 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
311 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
127 | free(doorlist); |
312 | free (doorlist); |
128 | } |
313 | } |
129 | } |
314 | } |
130 | } |
315 | } |
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316 | } |
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317 | else |
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318 | { /* DIFFUSE treasure layout */ |
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319 | int ti, i, j; |
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320 | |
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321 | for (ti = 0; ti < num_treasures; ti++) |
131 | } |
322 | { |
132 | break; |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
133 | } |
324 | j = rmg_rndm (RP->Ysize - 2) + 1; |
134 | default: |
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135 | { |
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136 | int i,j,tries; |
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137 | object *chest; |
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|
138 | object **doorlist; |
|
|
139 | i=j=-1;tries=0; |
|
|
140 | while(i==-1&&tries<100) { |
|
|
141 | i = RANDOM()%(RP->Xsize-2)+1; |
|
|
142 | j = RANDOM()%(RP->Ysize-2)+1; |
|
|
143 | find_enclosed_spot(map,&i,&j,RP); |
|
|
144 | if(wall_blocked(map,i,j)) i=-1; |
|
|
145 | tries++; |
|
|
146 | } |
|
|
147 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP); |
|
|
148 | if(!chest) return; |
|
|
149 | i = chest->x; j = chest->y; |
|
|
150 | if(treasureoptions & (DOORED|HIDDEN)) { |
|
|
151 | doorlist=surround_by_doors(map,layout,i,j,treasureoptions); |
|
|
152 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
|
|
153 | free(doorlist); |
|
|
154 | } |
|
|
155 | } |
|
|
156 | } |
|
|
157 | } |
|
|
158 | else { /* DIFFUSE treasure layout */ |
|
|
159 | int ti,i,j; |
|
|
160 | for(ti=0;ti<num_treasures;ti++) { |
|
|
161 | i = RANDOM()%(RP->Xsize-2)+1; |
|
|
162 | j = RANDOM()%(RP->Ysize-2)+1; |
|
|
163 | place_chest(treasureoptions,i,j,map,style_map,1,RP); |
325 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
164 | } |
326 | } |
165 | } |
327 | } |
166 | } |
328 | } |
167 | |
|
|
168 | |
|
|
169 | |
329 | |
170 | /* put a chest into the map, near x and y, with the treasure style |
330 | /* put a chest into the map, near x and y, with the treasure style |
171 | determined (may be null, or may be a treasure list from lib/treasures, |
331 | determined (may be null, or may be a treasure list from lib/treasures, |
172 | if the global variable "treasurestyle" is set to that treasure list's name */ |
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
173 | |
333 | static object * |
174 | object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { |
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
175 | object *the_chest; |
335 | { |
176 | int i,xl,yl; |
|
|
177 | |
|
|
178 | the_chest = get_archetype("chest"); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
179 | |
337 | |
180 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
181 | i = find_first_free_spot(the_chest,map,x,y); |
339 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
182 | if (i == -1) { |
340 | if (i == -1) |
183 | free_object(the_chest); |
341 | { |
|
|
342 | the_chest->destroy (); |
184 | return NULL; |
343 | return NULL; |
185 | } |
344 | } |
186 | xl = x + freearr_x[i]; yl = y + freearr_y[i]; |
345 | |
|
|
346 | int xl = x + freearr_x[i]; |
|
|
347 | int yl = y + freearr_y[i]; |
187 | |
348 | |
188 | /* if the placement is blocked, return a fail. */ |
349 | /* if the placement is blocked, return a fail. */ |
189 | if(wall_blocked(map,xl,yl)) return 0; |
350 | if (wall_blocked (map, xl, yl)) |
190 | |
351 | return 0; |
191 | |
352 | |
192 | /* put the treasures in the chest. */ |
353 | /* put the treasures in the chest. */ |
193 | /* if(style_map) { */ |
354 | /* if(style_map) { */ |
194 | #if 0 /* don't use treasure style maps for now! */ |
355 | #if 0 /* don't use treasure style maps for now! */ |
195 | int ti; |
356 | int ti; |
|
|
357 | |
196 | /* if treasurestyle lists a treasure list, use it. */ |
358 | /* if treasurestyle lists a treasure list, use it. */ |
197 | treasurelist *tlist=find_treasurelist(RP->treasurestyle); |
359 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
|
|
360 | |
198 | if(tlist!=NULL) |
361 | if (tlist != NULL) |
199 | for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ |
362 | for (ti = 0; ti < n_treasures; ti++) |
|
|
363 | { /* use the treasure list */ |
200 | object *new_treasure=pick_random_object(style_map); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
|
|
365 | |
201 | insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
202 | } |
367 | } |
203 | else { /* use the style map */ |
368 | else |
|
|
369 | { /* use the style map */ |
|
|
370 | the_chest->randomitems = tlist; |
|
|
371 | the_chest->stats.hp = n_treasures; |
|
|
372 | } |
|
|
373 | #endif |
|
|
374 | { /* neither style_map no treasure list given */ |
|
|
375 | treasurelist *tlist = treasurelist::find ("chest"); |
|
|
376 | |
204 | the_chest->randomitems=tlist; |
377 | the_chest->randomitems = tlist; |
205 | the_chest->stats.hp = n_treasures; |
378 | the_chest->stats.hp = n_treasures; |
206 | } |
379 | } |
207 | #endif |
|
|
208 | else { /* neither style_map no treasure list given */ |
|
|
209 | treasurelist *tlist=find_treasurelist("chest"); |
|
|
210 | the_chest->randomitems=tlist; |
|
|
211 | the_chest->stats.hp = n_treasures; |
|
|
212 | } |
|
|
213 | |
380 | |
214 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
215 | if(treasureoptions & TRAPPED) { |
382 | if (treasureoptions & TRAPPED) |
|
|
383 | { |
216 | mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
217 | object *the_trap; |
385 | |
218 | if(trap_map) { |
386 | if (trap_map) |
219 | the_trap= pick_random_object(trap_map); |
387 | { |
|
|
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
389 | |
220 | the_trap->stats.Cha = 10+RP->difficulty; |
390 | the_trap->stats.Cha = 10 + RP->difficulty; |
221 | the_trap->level = BC_RANDOM((3*RP->difficulty)/2); |
391 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
392 | |
222 | if(the_trap) { |
393 | if (the_trap) |
223 | object *new_trap; |
394 | { |
224 | new_trap = arch_to_object(the_trap->arch); |
395 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
225 | copy_object(new_trap,the_trap); |
396 | |
226 | new_trap->x = x; |
397 | new_trap->x = x; |
227 | new_trap->y = y; |
398 | new_trap->y = y; |
228 | insert_ob_in_ob(new_trap,the_chest); |
399 | insert_ob_in_ob (new_trap, the_chest); |
|
|
400 | } |
229 | } |
401 | } |
230 | } |
|
|
231 | } |
402 | } |
232 | |
403 | |
233 | /* set the chest lock code, and call the keyplacer routine with |
404 | /* set the chest lock code, and call the keyplacer routine with |
234 | the lockcode. It's not worth bothering to lock the chest if |
405 | the lockcode. It's not worth bothering to lock the chest if |
235 | there's only 1 treasure....*/ |
406 | there's only 1 treasure.... */ |
236 | |
|
|
237 | if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { |
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
238 | char keybuf[256]; |
408 | { |
239 | sprintf(keybuf,"%d",(int)RANDOM()); |
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
240 | the_chest->slaying = keybuf; |
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
241 | keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); |
|
|
242 | } |
411 | } |
243 | |
412 | |
244 | /* actually place the chest. */ |
413 | /* actually place the chest. */ |
245 | the_chest->x = xl; the_chest->y = yl; |
414 | the_chest->x = xl; |
|
|
415 | the_chest->y = yl; |
246 | insert_ob_in_map(the_chest,map,NULL,0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
247 | return the_chest; |
417 | return the_chest; |
248 | } |
418 | } |
249 | |
419 | |
250 | |
|
|
251 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
252 | or walls */ |
421 | static object * |
253 | object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { |
422 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
|
|
423 | { |
254 | int i; |
424 | int i; |
|
|
425 | |
255 | for(i=0;i<SIZEOFFREE;i++) { |
426 | for (i = 0; i < SIZEOFFREE; i++) |
|
|
427 | { |
256 | int lx,ly; |
428 | int lx, ly; |
|
|
429 | |
257 | lx=x+freearr_x[i]; |
430 | lx = x + freearr_x[i]; |
258 | ly=y+freearr_y[i]; |
431 | ly = y + freearr_y[i]; |
259 | /* boundscheck */ |
432 | /* boundscheck */ |
260 | if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
433 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
261 | /* don't bother searching this square unless the map says life exists.*/ |
434 | /* don't bother searching this square unless the map says life exists. */ |
262 | if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
|
|
436 | { |
263 | object *the_monster=get_map_ob(map,lx,ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
|
|
438 | |
264 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); |
439 | for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above); |
265 | if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) |
440 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
266 | return the_monster; |
441 | return the_monster; |
|
|
442 | } |
267 | } |
443 | } |
268 | } |
|
|
269 | return NULL; |
444 | return NULL; |
270 | } |
445 | } |
271 | |
|
|
272 | |
446 | |
273 | |
|
|
274 | /* places keys in the map, preferably in something alive. |
|
|
275 | keycode is the key's code, |
|
|
276 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
277 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
278 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
279 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
280 | |
|
|
281 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
282 | sure a key is placed on both sides of the door. |
|
|
283 | */ |
|
|
284 | |
|
|
285 | int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { |
|
|
286 | int i,j; |
|
|
287 | int kx,ky; |
|
|
288 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
289 | object *the_key; |
|
|
290 | |
|
|
291 | /* get a key and set its keycode */ |
|
|
292 | the_key = get_archetype("key2"); |
|
|
293 | the_key->slaying = keycode; |
|
|
294 | |
|
|
295 | if(door_flag==PASS_DOORS) { |
|
|
296 | int tries=0; |
|
|
297 | the_keymaster=NULL; |
|
|
298 | while(tries<15&&the_keymaster==NULL) { |
|
|
299 | i = (RANDOM()%(RP->Xsize-2))+1; |
|
|
300 | j = (RANDOM()%(RP->Ysize-2))+1; |
|
|
301 | tries++; |
|
|
302 | the_keymaster=find_closest_monster(map,i,j,RP); |
|
|
303 | } |
|
|
304 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
305 | if(the_keymaster==NULL) { |
|
|
306 | int freeindex; |
|
|
307 | |
|
|
308 | freeindex = -1; |
|
|
309 | for(tries = 0; tries < 15 && freeindex == -1; tries++) { |
|
|
310 | kx = (RANDOM()%(RP->Xsize-2))+1; |
|
|
311 | ky = (RANDOM()%(RP->Ysize-2))+1; |
|
|
312 | freeindex = find_first_free_spot(the_key,map,kx,ky); |
|
|
313 | } |
|
|
314 | if(freeindex != -1) { |
|
|
315 | kx += freearr_x[freeindex]; |
|
|
316 | ky += freearr_y[freeindex]; |
|
|
317 | } |
|
|
318 | } |
|
|
319 | } |
|
|
320 | else { /* NO_PASS_DOORS --we have to work harder.*/ |
|
|
321 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
322 | NO_PASS_DOORS is set. */ |
|
|
323 | if(n_keys==1) { |
|
|
324 | if(wall_blocked(map,x,y)) return 0; |
|
|
325 | the_keymaster=find_monster_in_room(map,x,y,RP); |
|
|
326 | if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ |
|
|
327 | find_spot_in_room(map,x,y,&kx,&ky,RP); |
|
|
328 | } |
|
|
329 | else { |
|
|
330 | int sum=0; /* count how many keys we actually place */ |
|
|
331 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
332 | sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP); |
|
|
333 | sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP); |
|
|
334 | sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); |
|
|
335 | sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); |
|
|
336 | if(sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
337 | { /* diagnoally this time. */ |
|
|
338 | keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); |
|
|
339 | keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); |
|
|
340 | keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); |
|
|
341 | keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); |
|
|
342 | } |
|
|
343 | return 1; |
|
|
344 | } |
|
|
345 | } |
|
|
346 | |
|
|
347 | if(the_keymaster==NULL) { |
|
|
348 | the_key->x = kx; |
|
|
349 | the_key->y = ky; |
|
|
350 | insert_ob_in_map(the_key,map,NULL,0); |
|
|
351 | return 1; |
|
|
352 | } |
|
|
353 | |
|
|
354 | insert_ob_in_ob(the_key,the_keymaster); |
|
|
355 | return 1; |
|
|
356 | } |
|
|
357 | |
|
|
358 | |
|
|
359 | |
|
|
360 | /* both find_monster_in_room routines need to have access to this. */ |
447 | /* both find_monster_in_room routines need to have access to this. */ |
361 | |
448 | |
362 | object *theMonsterToFind; |
449 | static object *theMonsterToFind; |
363 | |
450 | |
364 | /* a recursive routine which will return a monster, eventually,if there is one. |
451 | /* a recursive routine which will return a monster, eventually,if there is one. |
365 | it does a check-off on the layout, converting 0's to 1's */ |
452 | it does a check-off on the layout, converting 0's to 1's */ |
366 | |
453 | static object * |
367 | object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { |
454 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
|
|
455 | { |
368 | int i,j; |
456 | int i, j; |
|
|
457 | |
369 | /* if we've found a monster already, leave */ |
458 | /* if we've found a monster already, leave */ |
370 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
459 | if (theMonsterToFind != NULL) |
|
|
460 | return theMonsterToFind; |
371 | |
461 | |
372 | /* bounds check x and y */ |
462 | /* bounds check x and y */ |
373 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; |
463 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
464 | return theMonsterToFind; |
374 | |
465 | |
375 | /* if the square is blocked or searched already, leave */ |
466 | /* if the square is blocked or searched already, leave */ |
|
|
467 | if (layout[x][y] != 0) |
376 | if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ |
468 | return theMonsterToFind; /* might be NULL, that's fine. */ |
377 | |
469 | |
378 | /* check the current square for a monster. If there is one, |
470 | /* check the current square for a monster. If there is one, |
379 | set theMonsterToFind and return it. */ |
471 | set theMonsterToFind and return it. */ |
380 | layout[x][y]=1; |
472 | layout[x][y] = 1; |
381 | if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
|
|
474 | { |
382 | object *the_monster = get_map_ob(map,x,y); |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
|
|
476 | |
383 | /* check off this point */ |
477 | /* check off this point */ |
384 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); |
478 | for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
385 | if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { |
479 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
|
|
480 | { |
386 | theMonsterToFind=the_monster; |
481 | theMonsterToFind = the_monster; |
387 | return theMonsterToFind; |
482 | return theMonsterToFind; |
388 | } |
483 | } |
389 | } |
484 | } |
390 | |
485 | |
391 | /* now search all the 8 squares around recursively for a monster,in random order */ |
486 | /* now search all the 8 squares around recursively for a monster,in random order */ |
392 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
487 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
|
|
488 | { |
393 | theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); |
489 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
394 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
490 | if (theMonsterToFind != NULL) |
|
|
491 | return theMonsterToFind; |
395 | } |
492 | } |
|
|
493 | |
396 | return theMonsterToFind; |
494 | return theMonsterToFind; |
397 | } |
495 | } |
398 | |
|
|
399 | |
496 | |
400 | /* sets up some data structures: the _recursive form does the |
497 | /* sets up some data structures: the _recursive form does the |
401 | real work. */ |
498 | real work. */ |
|
|
499 | static object * |
|
|
500 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
|
|
501 | { |
|
|
502 | Layout layout2 (map->width, map->height); |
402 | |
503 | |
403 | object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
504 | // find walls |
404 | char **layout2; |
505 | for (int i = 0; i < layout2.w; i++) |
405 | int i,j; |
506 | for (int j = 0; j < layout2.h; j++) |
|
|
507 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
|
|
508 | |
406 | theMonsterToFind=0; |
509 | theMonsterToFind = 0; |
407 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
|
|
408 | /* allocate and copy the layout, converting C to 0. */ |
|
|
409 | for(i=0;i<RP->Xsize;i++) { |
|
|
410 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
|
|
411 | for(j=0;j<RP->Ysize;j++) { |
|
|
412 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
|
|
413 | } |
|
|
414 | } |
|
|
415 | theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
416 | |
|
|
417 | /* deallocate the temp. layout */ |
|
|
418 | for(i=0;i<RP->Xsize;i++) { |
|
|
419 | free(layout2[i]); |
|
|
420 | } |
|
|
421 | free(layout2); |
|
|
422 | |
511 | |
423 | return theMonsterToFind; |
512 | return theMonsterToFind; |
424 | } |
513 | } |
425 | |
|
|
426 | |
514 | |
427 | |
|
|
428 | |
|
|
429 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
515 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
430 | int *room_free_spots_x; |
516 | static int *room_free_spots_x; |
431 | int *room_free_spots_y; |
517 | static int *room_free_spots_y; |
432 | int number_of_free_spots_in_room; |
518 | static int number_of_free_spots_in_room; |
433 | |
519 | |
434 | /* the workhorse routine, which finds the free spots in a room: |
520 | /* the workhorse routine, which finds the free spots in a room: |
435 | a datastructure of free points is set up, and a position chosen from |
521 | a datastructure of free points is set up, and a position chosen from |
436 | that datastructure. */ |
522 | that datastructure. */ |
437 | |
523 | static void |
438 | void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { |
524 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
|
|
525 | { |
439 | int i,j; |
526 | int i, j; |
440 | |
527 | |
441 | /* bounds check x and y */ |
528 | /* bounds check x and y */ |
442 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
529 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
530 | return; |
443 | |
531 | |
444 | /* if the square is blocked or searched already, leave */ |
532 | /* if the square is blocked or searched already, leave */ |
445 | if(layout[x][y]!=0) return; |
533 | if (layout[x][y] != 0) |
|
|
534 | return; |
446 | |
535 | |
447 | /* set the current square as checked, and add it to the list. |
536 | /* set the current square as checked, and add it to the list. |
448 | set theMonsterToFind and return it. */ |
537 | set theMonsterToFind and return it. */ |
449 | /* check off this point */ |
538 | /* check off this point */ |
450 | layout[x][y]=1; |
539 | layout[x][y] = 1; |
451 | room_free_spots_x[number_of_free_spots_in_room]=x; |
540 | room_free_spots_x[number_of_free_spots_in_room] = x; |
452 | room_free_spots_y[number_of_free_spots_in_room]=y; |
541 | room_free_spots_y[number_of_free_spots_in_room] = y; |
453 | number_of_free_spots_in_room++; |
542 | number_of_free_spots_in_room++; |
|
|
543 | |
454 | /* now search all the 8 squares around recursively for free spots,in random order */ |
544 | /* now search all the 8 squares around recursively for free spots,in random order */ |
455 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
545 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
456 | find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); |
546 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
457 | } |
|
|
458 | |
547 | |
459 | } |
548 | } |
460 | |
549 | |
461 | /* find a random non-blocked spot in this room to drop a key. */ |
550 | /* find a random non-blocked spot in this room to drop a key. */ |
|
|
551 | static void |
462 | void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { |
552 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
|
|
553 | { |
463 | char **layout2; |
554 | char **layout2; |
464 | int i,j; |
555 | int i, j; |
|
|
556 | |
465 | number_of_free_spots_in_room=0; |
557 | number_of_free_spots_in_room = 0; |
466 | room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); |
558 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
467 | room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); |
559 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
468 | |
560 | |
469 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
561 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
470 | /* allocate and copy the layout, converting C to 0. */ |
562 | /* allocate and copy the layout, converting C to 0. */ |
471 | for(i=0;i<RP->Xsize;i++) { |
563 | for (i = 0; i < RP->Xsize; i++) |
|
|
564 | { |
472 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
565 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
473 | for(j=0;j<RP->Ysize;j++) { |
566 | for (j = 0; j < RP->Ysize; j++) |
474 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
567 | if (wall_blocked (map, i, j)) |
475 | } |
568 | layout2[i][j] = '#'; |
476 | } |
569 | } |
477 | |
570 | |
478 | /* setup num_free_spots and room_free_spots */ |
571 | /* setup num_free_spots and room_free_spots */ |
479 | find_spot_in_room_recursive(layout2,x,y,RP); |
572 | find_spot_in_room_recursive (layout2, x, y, RP); |
480 | |
573 | |
481 | if(number_of_free_spots_in_room > 0) { |
574 | if (number_of_free_spots_in_room > 0) |
|
|
575 | { |
482 | i = RANDOM()%number_of_free_spots_in_room; |
576 | i = rmg_rndm (number_of_free_spots_in_room); |
483 | *kx = room_free_spots_x[i]; |
577 | *kx = room_free_spots_x[i]; |
484 | *ky = room_free_spots_y[i]; |
578 | *ky = room_free_spots_y[i]; |
485 | } |
579 | } |
486 | |
580 | |
487 | /* deallocate the temp. layout */ |
581 | /* deallocate the temp. layout */ |
488 | for(i=0;i<RP->Xsize;i++) { |
582 | for (i = 0; i < RP->Xsize; i++) |
489 | free(layout2[i]); |
583 | free (layout2[i]); |
490 | } |
584 | |
491 | free(layout2); |
585 | free (layout2); |
492 | free(room_free_spots_x); |
586 | free (room_free_spots_x); |
493 | free(room_free_spots_y); |
587 | free (room_free_spots_y); |
494 | } |
588 | } |
495 | |
589 | |
496 | |
590 | |
497 | /* searches the map for a spot with walls around it. The more |
591 | /* searches the map for a spot with walls around it. The more |
498 | walls the better, but it'll settle for 1 wall, or even 0, but |
592 | walls the better, but it'll settle for 1 wall, or even 0, but |
499 | it'll return 0 if no FREE spots are found.*/ |
593 | it'll return 0 if no FREE spots are found.*/ |
500 | |
594 | static void |
501 | void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { |
595 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
|
|
596 | { |
502 | int x,y; |
597 | int x, y; |
503 | int i; |
598 | int i; |
|
|
599 | |
504 | x = *cx;y=*cy; |
600 | x = *cx; |
|
|
601 | y = *cy; |
505 | |
602 | |
506 | for(i=0;i<=SIZEOFFREE1;i++) { |
603 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
604 | { |
507 | int lx,ly,sindex; |
605 | int lx, ly, sindex; |
|
|
606 | |
508 | lx = x +freearr_x[i]; |
607 | lx = x + freearr_x[i]; |
509 | ly = y +freearr_y[i]; |
608 | ly = y + freearr_y[i]; |
510 | sindex = surround_flag3(map,lx,ly,RP); |
609 | sindex = surround_flag3 (map, lx, ly, RP); |
511 | /* if it's blocked on 3 sides, it's enclosed */ |
610 | /* if it's blocked on 3 sides, it's enclosed */ |
512 | if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { |
611 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
513 | *cx= lx;*cy= ly; |
612 | { |
|
|
613 | *cx = lx; |
|
|
614 | *cy = ly; |
514 | return; |
615 | return; |
515 | } |
616 | } |
516 | } |
617 | } |
517 | |
618 | |
518 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
619 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
519 | spots--try to find someplace which is 2x enclosed. */ |
620 | spots--try to find someplace which is 2x enclosed. */ |
520 | for(i=0;i<=SIZEOFFREE1;i++) { |
621 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
622 | { |
521 | int lx,ly,sindex; |
623 | int lx, ly, sindex; |
|
|
624 | |
522 | lx = x +freearr_x[i]; |
625 | lx = x + freearr_x[i]; |
523 | ly = y +freearr_y[i]; |
626 | ly = y + freearr_y[i]; |
524 | sindex = surround_flag3(map,lx,ly,RP); |
627 | sindex = surround_flag3 (map, lx, ly, RP); |
525 | /* if it's blocked on 3 sides, it's enclosed */ |
628 | /* if it's blocked on 3 sides, it's enclosed */ |
526 | if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { |
629 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
527 | *cx= lx;*cy= ly; |
630 | { |
|
|
631 | *cx = lx; |
|
|
632 | *cy = ly; |
528 | return; |
633 | return; |
529 | } |
634 | } |
530 | } |
635 | } |
531 | |
636 | |
532 | /* settle for one surround point */ |
637 | /* settle for one surround point */ |
533 | for(i=0;i<=SIZEOFFREE1;i++) { |
638 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
639 | { |
534 | int lx,ly,sindex; |
640 | int lx, ly, sindex; |
|
|
641 | |
535 | lx = x +freearr_x[i]; |
642 | lx = x + freearr_x[i]; |
536 | ly = y +freearr_y[i]; |
643 | ly = y + freearr_y[i]; |
537 | sindex = surround_flag3(map,lx,ly,RP); |
644 | sindex = surround_flag3 (map, lx, ly, RP); |
538 | /* if it's blocked on 3 sides, it's enclosed */ |
645 | /* if it's blocked on 3 sides, it's enclosed */ |
539 | if(sindex) { |
646 | if (sindex) |
540 | *cx= lx;*cy= ly; |
647 | { |
|
|
648 | *cx = lx; |
|
|
649 | *cy = ly; |
541 | return; |
650 | return; |
542 | } |
651 | } |
543 | } |
652 | } |
544 | /* give up and return the closest free spot. */ |
653 | /* give up and return the closest free spot. */ |
545 | i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); |
654 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
546 | if(i!=-1&&i<=SIZEOFFREE1) { |
655 | |
|
|
656 | if (i != -1) |
|
|
657 | { |
547 | *cx = x +freearr_x[i]; |
658 | *cx = x + freearr_x[i]; |
548 | *cy = y +freearr_y[i]; |
659 | *cy = y + freearr_y[i]; |
549 | return; |
|
|
550 | } |
660 | } |
|
|
661 | else |
|
|
662 | { |
551 | /* indicate failure */ |
663 | /* indicate failure */ |
552 | *cx=*cy=-1; |
664 | *cx = -1; |
553 | } |
665 | *cy = -1; |
554 | |
|
|
555 | |
|
|
556 | void remove_monsters(int x,int y,mapstruct *map) { |
|
|
557 | object *tmp; |
|
|
558 | |
|
|
559 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
|
|
560 | if(QUERY_FLAG(tmp,FLAG_ALIVE)) { |
|
|
561 | if(tmp->head) tmp=tmp->head; |
|
|
562 | remove_ob(tmp); |
|
|
563 | free_object(tmp); |
|
|
564 | tmp=get_map_ob(map,x,y); |
|
|
565 | if(tmp==NULL) break; |
|
|
566 | }; |
666 | } |
567 | } |
667 | } |
568 | |
668 | |
|
|
669 | static void |
|
|
670 | remove_monsters (int x, int y, maptile *map) |
|
|
671 | { |
|
|
672 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
|
|
673 | { |
|
|
674 | object *next = tmp->above; |
|
|
675 | |
|
|
676 | if (tmp->flag [FLAG_ALIVE]) |
|
|
677 | tmp->head_ ()->destroy (); |
|
|
678 | |
|
|
679 | tmp = next; |
|
|
680 | } |
|
|
681 | } |
569 | |
682 | |
570 | /* surrounds the point x,y by doors, so as to enclose something, like |
683 | /* surrounds the point x,y by doors, so as to enclose something, like |
571 | a chest. It only goes as far as the 8 squares surrounding, and |
684 | a chest. It only goes as far as the 8 squares surrounding, and |
572 | it'll remove any monsters it finds.*/ |
685 | it'll remove any monsters it finds.*/ |
573 | |
686 | static object ** |
574 | object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { |
687 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
|
|
688 | { |
575 | int i; |
689 | int i; |
576 | char *doors[2]; |
690 | const char *doors[2]; |
577 | object **doorlist; |
691 | object **doorlist; |
578 | int ndoors_made=0; |
692 | int ndoors_made = 0; |
579 | doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ |
693 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
580 | |
694 | |
581 | /* this is a list we pick from, for horizontal and vertical doors */ |
695 | /* this is a list we pick from, for horizontal and vertical doors */ |
582 | if(opts&DOORED) { |
696 | if (opts & DOORED) |
|
|
697 | { |
583 | doors[0]="locked_door2"; |
698 | doors[0] = "locked_door2"; |
584 | doors[1]="locked_door1"; |
699 | doors[1] = "locked_door1"; |
585 | } |
700 | } |
586 | else { |
701 | else |
|
|
702 | { |
587 | doors[0]="door_1"; |
703 | doors[0] = "door_1"; |
588 | doors[1]="door_2"; |
704 | doors[1] = "door_2"; |
589 | } |
705 | } |
590 | |
706 | |
591 | /* place doors in all the 8 adjacent unblocked squares. */ |
707 | /* place doors in all the 8 adjacent unblocked squares. */ |
592 | for(i=1;i<9;i++) { |
708 | for (i = 1; i < 9; i++) |
|
|
709 | { |
593 | int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; |
710 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
594 | |
711 | |
595 | if(!wall_blocked(map,x1,y1) |
712 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
596 | || layout[x1][y1]=='>') {/* place a door */ |
713 | { /* place a door */ |
|
|
714 | remove_monsters (x1, y1, map); |
|
|
715 | |
597 | object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); |
716 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
598 | new_door->x = x + freearr_x[i]; |
717 | map->insert (new_door, x1, y1); |
599 | new_door->y = y + freearr_y[i]; |
|
|
600 | remove_monsters(new_door->x,new_door->y,map); |
|
|
601 | insert_ob_in_map(new_door,map,NULL,0); |
|
|
602 | doorlist[ndoors_made]=new_door; |
718 | doorlist[ndoors_made] = new_door; |
603 | ndoors_made++; |
719 | ndoors_made++; |
604 | } |
720 | } |
605 | } |
721 | } |
|
|
722 | |
606 | return doorlist; |
723 | return doorlist; |
607 | } |
724 | } |
608 | |
725 | |
609 | |
|
|
610 | /* returns the first door in this square, or NULL if there isn't a door. */ |
726 | /* returns the first door in this square, or NULL if there isn't a door. */ |
|
|
727 | static object * |
611 | object *door_in_square(mapstruct *map,int x,int y) { |
728 | door_in_square (maptile *map, int x, int y) |
612 | object *tmp; |
729 | { |
613 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
730 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
614 | if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; |
731 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
732 | return tmp; |
|
|
733 | |
615 | return NULL; |
734 | return NULL; |
616 | } |
735 | } |
617 | |
|
|
618 | |
736 | |
619 | /* the workhorse routine, which finds the doors in a room */ |
737 | /* the workhorse routine, which finds the doors in a room */ |
|
|
738 | static void |
620 | void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { |
739 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
|
|
740 | { |
621 | int i,j; |
741 | int i, j; |
622 | object *door; |
742 | object *door; |
623 | |
743 | |
624 | /* bounds check x and y */ |
744 | /* bounds check x and y */ |
625 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
745 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
746 | return; |
626 | |
747 | |
627 | /* if the square is blocked or searched already, leave */ |
748 | /* if the square is blocked or searched already, leave */ |
628 | if(layout[x][y]==1) return; |
749 | if (layout[x][y] == 1) |
|
|
750 | return; |
629 | |
751 | |
630 | /* check off this point */ |
752 | /* check off this point */ |
631 | if(layout[x][y]=='#') { /* there could be a door here */ |
753 | if (layout[x][y] == '#') |
|
|
754 | { /* there could be a door here */ |
632 | layout[x][y]=1; |
755 | layout[x][y] = 1; |
633 | door=door_in_square(map,x,y); |
756 | door = door_in_square (map, x, y); |
634 | if(door!=NULL) { |
757 | if (door) |
|
|
758 | { |
635 | doorlist[*ndoors]=door; |
759 | doorlist[*ndoors] = door; |
|
|
760 | |
636 | if(*ndoors>254) /* eek! out of memory */ |
761 | if (*ndoors > 1022) /* eek! out of memory */ |
637 | { |
762 | { |
638 | LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
763 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
639 | return; |
764 | return; |
640 | } |
765 | } |
|
|
766 | |
641 | *ndoors=*ndoors+1; |
767 | *ndoors = *ndoors + 1; |
642 | } |
768 | } |
643 | } |
769 | } |
644 | else { |
770 | else |
|
|
771 | { |
645 | layout[x][y]=1; |
772 | layout[x][y] = 1; |
|
|
773 | |
646 | /* now search all the 8 squares around recursively for free spots,in random order */ |
774 | /* now search all the 8 squares around recursively for free spots,in random order */ |
647 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
775 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
648 | find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); |
776 | find_doors_in_room_recursive (layout, map, |
649 | } |
777 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
778 | doorlist, ndoors, RP); |
650 | } |
779 | } |
651 | } |
780 | } |
652 | |
781 | |
653 | /* find a random non-blocked spot in this room to drop a key. */ |
782 | /* find a random non-blocked spot in this room to drop a key. */ |
654 | object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
783 | static object ** |
655 | char **layout2; |
784 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
656 | object **doorlist; |
785 | { |
657 | int i,j; |
786 | int i, j; |
658 | int ndoors=0; |
787 | int ndoors = 0; |
659 | |
788 | |
660 | doorlist = (object **)calloc(sizeof(int),256); |
789 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
661 | |
790 | |
|
|
791 | Layout layout2 (RP->Xsize, RP->Ysize); |
|
|
792 | layout2.clear (); |
662 | |
793 | |
663 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
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|
664 | /* allocate and copy the layout, converting C to 0. */ |
794 | /* allocate and copy the layout, converting C to 0. */ |
665 | for(i=0;i<RP->Xsize;i++) { |
795 | for (i = 0; i < RP->Xsize; i++) |
666 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
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|
667 | for(j=0;j<RP->Ysize;j++) { |
796 | for (j = 0; j < RP->Ysize; j++) |
668 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
797 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
669 | } |
798 | |
670 | } |
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|
671 | |
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672 | /* setup num_free_spots and room_free_spots */ |
799 | /* setup num_free_spots and room_free_spots */ |
673 | find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); |
800 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
674 | |
801 | |
675 | /* deallocate the temp. layout */ |
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676 | for(i=0;i<RP->Xsize;i++) { |
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|
677 | free(layout2[i]); |
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678 | } |
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679 | free(layout2); |
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680 | return doorlist; |
802 | return doorlist; |
681 | } |
803 | } |
682 | |
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|
683 | |
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|
684 | |
804 | |
685 | /* locks and/or hides all the doors in doorlist, or does nothing if |
805 | /* locks and/or hides all the doors in doorlist, or does nothing if |
686 | opts doesn't say to lock/hide doors. */ |
806 | opts doesn't say to lock/hide doors. */ |
687 | |
807 | static void |
688 | void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { |
808 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
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|
809 | { |
689 | object *door; |
810 | object *door; |
690 | int i; |
811 | int i; |
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|
812 | |
691 | /* lock the doors and hide the keys. */ |
813 | /* lock the doors and hide the keys. */ |
692 | |
814 | |
693 | if(opts & DOORED) { |
815 | if (opts & DOORED) |
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|
816 | { |
694 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
817 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
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|
818 | { |
695 | object *new_door=get_archetype("locked_door1"); |
819 | object *new_door = get_archetype (shstr_locked_door1); |
696 | char keybuf[256]; |
820 | |
697 | door=doorlist[i]; |
821 | door = doorlist[i]; |
698 | new_door->face = door->face; |
822 | new_door->face = door->face; |
699 | new_door->x = door->x; |
823 | new_door->x = door->x; |
700 | new_door->y = door->y; |
824 | new_door->y = door->y; |
701 | remove_ob(door); |
825 | door->destroy (); |
702 | free_object(door); |
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|
703 | doorlist[i]=new_door; |
826 | doorlist[i] = new_door; |
704 | insert_ob_in_map(new_door,map,NULL,0); |
827 | insert_ob_in_map (new_door, map, NULL, 0); |
705 | sprintf(keybuf,"%d",(int)RANDOM()); |
828 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
706 | new_door->slaying = keybuf; |
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|
707 | keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); |
829 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
708 | } |
830 | } |
709 | } |
831 | } |
710 | |
832 | |
711 | /* change the faces of the doors and surrounding walls to hide them. */ |
833 | /* change the faces of the doors and surrounding walls to hide them. */ |
712 | if(opts & HIDDEN) { |
834 | if (opts & HIDDEN) |
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|
835 | { |
713 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
836 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
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|
837 | { |
714 | object *wallface; |
838 | object *wallface; |
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|
839 | |
715 | door=doorlist[i]; |
840 | door = doorlist[i]; |
716 | wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); |
841 | wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
717 | if(wallface!=NULL) { |
842 | if (wallface != NULL) |
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|
843 | { |
718 | retrofit_joined_wall(map,door->x-1,door->y,0,RP); |
844 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
719 | retrofit_joined_wall(map,door->x+1,door->y,0,RP); |
845 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
720 | retrofit_joined_wall(map,door->x,door->y-1,0,RP); |
846 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
721 | retrofit_joined_wall(map,door->x,door->y+1,0,RP); |
847 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
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|
848 | |
722 | door->face = wallface->face; |
849 | door->face = wallface->face; |
723 | if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); |
850 | |
724 | free_object(wallface); |
851 | wallface->destroy (); |
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|
852 | } |
725 | } |
853 | } |
726 | } |
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|
727 | } |
854 | } |
728 | } |
855 | } |