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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 | |
26 | |
31 | |
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32 | |
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33 | #include <global.h> |
27 | #include <global.h> |
34 | #include <random_map.h> |
28 | #include <rmg.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 | |
52 | |
46 | static object *find_closest_monster (maptile *map, int x, int y); |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
47 | static object *find_monster_in_room (maptile *map, int x, int y); |
54 | * and doors but not monsters. |
48 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky); |
55 | * This function is not map tile aware. |
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56 | */ |
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57 | |
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58 | int wall_blocked(mapstruct *m, int x, int y) { |
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59 | int r; |
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60 | |
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61 | if(OUT_OF_REAL_MAP(m,x,y)) |
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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; |
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65 | } |
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66 | |
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67 | /* place treasures in the map, given the |
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68 | map, (required) |
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69 | layout, (required) |
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70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
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71 | treasureoptions (may be 0 for random choices or positive) |
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72 | */ |
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73 | |
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74 | void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { |
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75 | char styledirname[256]; |
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76 | char stylefilepath[256]; |
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77 | mapstruct *style_map=0; |
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78 | int num_treasures; |
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79 | |
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80 | /* bail out if treasure isn't wanted. */ |
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81 | if(treasure_style) if(!strcmp(treasure_style,"none")) return; |
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82 | if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); |
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83 | |
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84 | /* filter out the mutually exclusive options */ |
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85 | if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { |
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86 | if(RANDOM()%2) treasureoptions -=1; |
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87 | else treasureoptions-=2;} |
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88 | |
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89 | /* pick the number of treasures */ |
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90 | if(treasureoptions & SPARSE) |
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91 | num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); |
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92 | else if(treasureoptions & RICH) |
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93 | num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); |
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94 | else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); |
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95 | |
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96 | if(num_treasures <= 0 ) return; |
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97 | |
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98 | /* get the style map */ |
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99 | sprintf(styledirname,"%s","/styles/treasurestyles"); |
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100 | sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); |
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101 | style_map = find_style(styledirname,treasure_style,-1); |
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102 | |
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103 | /* all the treasure at one spot in the map. */ |
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104 | if(treasureoptions & CONCENTRATED) { |
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105 | |
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106 | /* map_layout_style global, and is previously set */ |
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107 | switch(RP->map_layout_style) { |
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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 | { |
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112 | int i,j; |
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113 | /* search the onion for C's or '>', and put treasure there. */ |
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114 | for(i=0;i<RP->Xsize;i++) { |
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115 | for(j=0;j<RP->Ysize;j++) { |
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116 | if(layout[i][j]=='C' || layout[i][j]=='>') { |
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117 | int tdiv = RP->symmetry_used; |
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118 | object **doorlist; |
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119 | object *chest; |
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120 | if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ |
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121 | /* don't put a chest on an exit. */ |
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122 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); |
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123 | if(!chest) continue; /* if no chest was placed NEXT */ |
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124 | if(treasureoptions & (DOORED|HIDDEN)) { |
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125 | doorlist=find_doors_in_room(map,i,j,RP); |
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126 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
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127 | free(doorlist); |
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128 | } |
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129 | } |
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130 | } |
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131 | } |
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132 | break; |
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133 | } |
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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; |
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139 | i=j=-1;tries=0; |
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140 | while(i==-1&&tries<100) { |
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141 | i = RANDOM()%(RP->Xsize-2)+1; |
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142 | j = RANDOM()%(RP->Ysize-2)+1; |
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143 | find_enclosed_spot(map,&i,&j,RP); |
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144 | if(wall_blocked(map,i,j)) i=-1; |
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145 | tries++; |
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146 | } |
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147 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP); |
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148 | if(!chest) return; |
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149 | i = chest->x; j = chest->y; |
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150 | if(treasureoptions & (DOORED|HIDDEN)) { |
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151 | doorlist=surround_by_doors(map,layout,i,j,treasureoptions); |
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152 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
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153 | free(doorlist); |
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154 | } |
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155 | } |
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156 | } |
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157 | } |
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158 | else { /* DIFFUSE treasure layout */ |
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159 | int ti,i,j; |
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160 | for(ti=0;ti<num_treasures;ti++) { |
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161 | i = RANDOM()%(RP->Xsize-2)+1; |
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162 | j = RANDOM()%(RP->Ysize-2)+1; |
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163 | place_chest(treasureoptions,i,j,map,style_map,1,RP); |
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164 | } |
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165 | } |
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166 | } |
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167 | |
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168 | |
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169 | |
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170 | /* put a chest into the map, near x and y, with the treasure style |
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171 | determined (may be null, or may be a treasure list from lib/treasures, |
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172 | if the global variable "treasurestyle" is set to that treasure list's name */ |
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173 | |
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174 | object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { |
49 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
175 | object *the_chest; |
50 | static object **find_doors_in_room (maptile *map, int x, int y); |
176 | int i,xl,yl; |
51 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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52 | static void find_enclosed_spot (maptile *map, int *cx, int *cy); |
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53 | static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); |
177 | |
54 | |
178 | the_chest = get_archetype("chest"); /* was "chest_2" */ |
55 | /* a macro to get a strongly centered random distribution, |
179 | |
56 | from 0 to x, centered at x/2 */ |
180 | /* first, find a place to put the chest. */ |
57 | static int |
181 | i = find_first_free_spot(the_chest,map,x,y); |
58 | bc_random (int x) |
182 | if (i == -1) { |
59 | { |
183 | free_object(the_chest); |
60 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
184 | return NULL; |
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185 | } |
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186 | xl = x + freearr_x[i]; yl = y + freearr_y[i]; |
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187 | |
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188 | /* if the placement is blocked, return a fail. */ |
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189 | if(wall_blocked(map,xl,yl)) return 0; |
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190 | |
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191 | |
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192 | /* put the treasures in the chest. */ |
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193 | /* if(style_map) { */ |
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194 | #if 0 /* don't use treasure style maps for now! */ |
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195 | int ti; |
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196 | /* if treasurestyle lists a treasure list, use it. */ |
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197 | treasurelist *tlist=find_treasurelist(RP->treasurestyle); |
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198 | if(tlist!=NULL) |
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199 | for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ |
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200 | object *new_treasure=pick_random_object(style_map); |
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201 | insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); |
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202 | } |
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203 | else { /* use the style map */ |
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204 | the_chest->randomitems=tlist; |
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205 | the_chest->stats.hp = n_treasures; |
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206 | } |
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207 | #endif |
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208 | else { /* neither style_map no treasure list given */ |
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209 | treasurelist *tlist=find_treasurelist("chest"); |
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210 | the_chest->randomitems=tlist; |
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211 | the_chest->stats.hp = n_treasures; |
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212 | } |
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213 | |
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214 | /* stick a trap in the chest if required */ |
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215 | if(treasureoptions & TRAPPED) { |
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216 | mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); |
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217 | object *the_trap; |
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218 | if(trap_map) { |
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219 | the_trap= pick_random_object(trap_map); |
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220 | the_trap->stats.Cha = 10+RP->difficulty; |
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221 | the_trap->level = BC_RANDOM((3*RP->difficulty)/2); |
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222 | if(the_trap) { |
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223 | object *new_trap; |
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224 | new_trap = arch_to_object(the_trap->arch); |
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225 | copy_object(new_trap,the_trap); |
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226 | new_trap->x = x; |
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227 | new_trap->y = y; |
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228 | insert_ob_in_ob(new_trap,the_chest); |
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229 | } |
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230 | } |
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231 | } |
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232 | |
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233 | /* set the chest lock code, and call the keyplacer routine with |
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234 | the lockcode. It's not worth bothering to lock the chest if |
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235 | there's only 1 treasure....*/ |
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236 | |
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237 | if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { |
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238 | char keybuf[256]; |
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239 | sprintf(keybuf,"%d",(int)RANDOM()); |
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240 | the_chest->slaying = keybuf; |
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241 | keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); |
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242 | } |
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243 | |
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244 | /* actually place the chest. */ |
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245 | the_chest->x = xl; the_chest->y = yl; |
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246 | insert_ob_in_map(the_chest,map,NULL,0); |
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247 | return the_chest; |
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248 | } |
61 | } |
249 | |
62 | |
250 | |
63 | static object * |
251 | /* finds the closest monster and returns him, regardless of doors |
64 | gen_key (const shstr &keycode) |
252 | or walls */ |
65 | { |
253 | object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { |
66 | /* get a key and set its keycode */ |
254 | int i; |
67 | object *key = archetype::get (shstr_key_random_map); |
255 | for(i=0;i<SIZEOFFREE;i++) { |
68 | key->slaying = keycode; |
256 | int lx,ly; |
69 | return key; |
257 | lx=x+freearr_x[i]; |
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258 | ly=y+freearr_y[i]; |
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259 | /* boundscheck */ |
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260 | if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
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261 | /* don't bother searching this square unless the map says life exists.*/ |
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262 | if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { |
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263 | object *the_monster=get_map_ob(map,lx,ly); |
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264 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); |
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265 | if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) |
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266 | return the_monster; |
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267 | } |
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268 | } |
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269 | return NULL; |
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270 | } |
70 | } |
271 | |
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272 | |
71 | |
273 | |
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274 | /* places keys in the map, preferably in something alive. |
72 | /* places keys in the map, preferably in something alive. |
275 | keycode is the key's code, |
73 | keycode is the key's code, |
276 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
74 | 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. |
75 | 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: |
76 | 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. |
77 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
280 | |
78 | |
281 | The idea is that you call keyplace on x,y where a door is, and it'll make |
79 | 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. |
80 | sure a key is placed on both sides of the door. |
283 | */ |
81 | */ |
284 | |
82 | static int |
285 | int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { |
83 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) |
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84 | { |
286 | int i,j; |
85 | int i, j; |
287 | int kx,ky; |
86 | int kx = 0, ky = 0; |
288 | object *the_keymaster; /* the monster that gets the key. */ |
87 | object *the_keymaster; /* the monster that gets the key. */ |
289 | object *the_key; |
88 | object *the_key = gen_key (keycode); |
290 | |
89 | |
291 | /* get a key and set its keycode */ |
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292 | the_key = get_archetype("key2"); |
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293 | the_key->slaying = keycode; |
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294 | |
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295 | if(door_flag==PASS_DOORS) { |
90 | if (door_flag == PASS_DOORS) |
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91 | { |
296 | int tries=0; |
92 | int tries = 0; |
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93 | |
297 | the_keymaster=NULL; |
94 | the_keymaster = 0; |
298 | while(tries<15&&the_keymaster==NULL) { |
95 | while (tries < 15 && !the_keymaster) |
299 | i = (RANDOM()%(RP->Xsize-2))+1; |
96 | { |
300 | j = (RANDOM()%(RP->Ysize-2))+1; |
97 | i = rmg_rndm (map->width - 2) + 1; |
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98 | j = rmg_rndm (map->height - 2) + 1; |
301 | tries++; |
99 | tries++; |
302 | the_keymaster=find_closest_monster(map,i,j,RP); |
100 | the_keymaster = find_closest_monster (map, i, j); |
303 | } |
101 | } |
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102 | |
304 | /* if we don't find a good keymaster, drop the key on the ground. */ |
103 | /* if we don't find a good keymaster, drop the key on the ground. */ |
305 | if(the_keymaster==NULL) { |
104 | if (!the_keymaster) |
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105 | { |
306 | int freeindex; |
106 | int freeindex; |
307 | |
107 | |
308 | freeindex = -1; |
108 | freeindex = -1; |
309 | for(tries = 0; tries < 15 && freeindex == -1; tries++) { |
109 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
310 | kx = (RANDOM()%(RP->Xsize-2))+1; |
110 | { |
311 | ky = (RANDOM()%(RP->Ysize-2))+1; |
111 | kx = rmg_rndm (map->width - 2) + 1; |
312 | freeindex = find_first_free_spot(the_key,map,kx,ky); |
112 | ky = rmg_rndm (map->height - 2) + 1; |
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113 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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114 | } |
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115 | |
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116 | // can freeindex ever be < 0? |
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117 | if (freeindex >= 0) |
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118 | { |
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119 | kx += DIRX (freeindex); |
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120 | ky += DIRY (freeindex); |
|
|
121 | } |
|
|
122 | } |
|
|
123 | } |
|
|
124 | else |
|
|
125 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
126 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
127 | NO_PASS_DOORS is set. */ |
|
|
128 | if (n_keys == 1) |
|
|
129 | { |
|
|
130 | if (wall_blocked (map, x, y)) |
|
|
131 | { |
|
|
132 | the_key->destroy (); |
|
|
133 | return 0; |
|
|
134 | } |
|
|
135 | |
|
|
136 | the_keymaster = find_monster_in_room (map, x, y); |
|
|
137 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
138 | find_spot_in_room (map, x, y, &kx, &ky); |
|
|
139 | } |
|
|
140 | else |
|
|
141 | { |
|
|
142 | int sum = 0; /* count how many keys we actually place */ |
|
|
143 | |
|
|
144 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
145 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); |
|
|
146 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); |
|
|
147 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); |
|
|
148 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); |
|
|
149 | |
|
|
150 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
151 | { /* diagonally this time. */ |
|
|
152 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); |
|
|
153 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); |
|
|
154 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); |
|
|
155 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); |
|
|
156 | } |
|
|
157 | |
|
|
158 | the_key->destroy (); |
|
|
159 | return 1; |
|
|
160 | } |
|
|
161 | } |
|
|
162 | |
|
|
163 | if (the_keymaster) |
|
|
164 | the_keymaster->head_ ()->insert (the_key); |
|
|
165 | else |
|
|
166 | { |
|
|
167 | the_key->x = kx; |
|
|
168 | the_key->y = ky; |
|
|
169 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
170 | } |
|
|
171 | |
|
|
172 | return 1; |
|
|
173 | } |
|
|
174 | |
|
|
175 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
|
|
176 | * and doors but not monsters. |
|
|
177 | * This function is not map tile aware. |
|
|
178 | */ |
|
|
179 | int |
|
|
180 | wall_blocked (maptile *m, int x, int y) |
|
|
181 | { |
|
|
182 | if (OUT_OF_REAL_MAP (m, x, y)) |
|
|
183 | return 1; |
|
|
184 | |
|
|
185 | m->at (x, y).update (); |
|
|
186 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
|
|
187 | } |
|
|
188 | |
|
|
189 | /* place treasures in the map, given the |
|
|
190 | map, (required) |
|
|
191 | maze, (required) |
|
|
192 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
|
|
193 | treasureoptions (may be 0 for random choices or positive) |
|
|
194 | */ |
|
|
195 | void |
|
|
196 | place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) |
|
|
197 | { |
|
|
198 | int num_treasures; |
|
|
199 | |
|
|
200 | /* bail out if treasure isn't wanted. */ |
|
|
201 | if (treasure_style) |
|
|
202 | if (!strcmp (treasure_style, "none")) |
|
|
203 | return; |
|
|
204 | |
|
|
205 | if (treasureoptions <= 0) |
|
|
206 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
|
|
207 | |
|
|
208 | /* filter out the mutually exclusive options */ |
|
|
209 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
|
|
210 | { |
|
|
211 | if (rmg_rndm (2)) |
|
|
212 | treasureoptions -= 1; |
|
|
213 | else |
|
|
214 | treasureoptions -= 2; |
|
|
215 | } |
|
|
216 | |
|
|
217 | /* pick the number of treasures */ |
|
|
218 | if (treasureoptions & SPARSE) |
|
|
219 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
|
|
220 | else if (treasureoptions & RICH) |
|
|
221 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
|
|
222 | else |
|
|
223 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
|
|
224 | |
|
|
225 | if (num_treasures <= 0) |
|
|
226 | return; |
|
|
227 | |
|
|
228 | /* get the style map */ |
|
|
229 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
|
|
230 | |
|
|
231 | if (!style_map) |
|
|
232 | { |
|
|
233 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
|
|
234 | return; |
|
|
235 | } |
|
|
236 | |
|
|
237 | /* all the treasure at one spot in the map. */ |
|
|
238 | if (treasureoptions & CONCENTRATED) |
|
|
239 | { |
|
|
240 | /* map_layout_style global, and is previously set */ |
|
|
241 | switch (RP->map_layout_style) |
|
|
242 | { |
|
|
243 | case LAYOUT_ONION: |
|
|
244 | case LAYOUT_SPIRAL: |
|
|
245 | case LAYOUT_SQUARE_SPIRAL: |
|
|
246 | { |
|
|
247 | int i, j; |
|
|
248 | |
|
|
249 | /* search the onion for C's or '>', and put treasure there. */ |
|
|
250 | for (i = 0; i < RP->Xsize; i++) |
|
|
251 | { |
|
|
252 | for (j = 0; j < RP->Ysize; j++) |
|
|
253 | { |
|
|
254 | if (maze[i][j] == 'C' || maze[i][j] == '>') |
|
|
255 | { |
|
|
256 | int tdiv = RP->symmetry_used; |
|
|
257 | object *chest; |
|
|
258 | |
|
|
259 | if (tdiv == 3) |
|
|
260 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
261 | |
|
|
262 | /* don't put a chest on an exit. */ |
|
|
263 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
264 | |
|
|
265 | if (!chest) |
|
|
266 | continue; /* if no chest was placed NEXT */ |
|
|
267 | |
|
|
268 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
269 | { |
|
|
270 | object **doorlist = find_doors_in_room (map, i, j); |
|
|
271 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
|
|
272 | free (doorlist); |
|
|
273 | } |
|
|
274 | } |
|
|
275 | } |
|
|
276 | } |
|
|
277 | break; |
|
|
278 | } |
|
|
279 | |
|
|
280 | default: |
|
|
281 | { |
|
|
282 | int i, j, tries; |
|
|
283 | object *chest; |
|
|
284 | object **doorlist; |
|
|
285 | |
|
|
286 | i = j = -1; |
|
|
287 | tries = 0; |
|
|
288 | while (i == -1 && tries < 100) |
|
|
289 | { |
|
|
290 | i = rmg_rndm (RP->Xsize - 2) + 1; |
|
|
291 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
292 | |
|
|
293 | find_enclosed_spot (map, &i, &j); |
|
|
294 | |
|
|
295 | if (wall_blocked (map, i, j)) |
|
|
296 | i = -1; |
|
|
297 | |
|
|
298 | tries++; |
|
|
299 | } |
|
|
300 | |
|
|
301 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
302 | |
|
|
303 | if (!chest) |
|
|
304 | return; |
|
|
305 | |
|
|
306 | i = chest->x; |
|
|
307 | j = chest->y; |
|
|
308 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
309 | { |
|
|
310 | doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
|
|
311 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
|
|
312 | free (doorlist); |
|
|
313 | } |
|
|
314 | } |
|
|
315 | } |
|
|
316 | } |
|
|
317 | else |
|
|
318 | { /* DIFFUSE treasure maze */ |
|
|
319 | int ti, i, j; |
|
|
320 | |
|
|
321 | for (ti = 0; ti < num_treasures; ti++) |
|
|
322 | { |
|
|
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
|
|
324 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
325 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
|
|
326 | } |
|
|
327 | } |
|
|
328 | } |
|
|
329 | |
|
|
330 | /* put a chest into the map, near x and y, with the treasure style |
|
|
331 | determined (may be null, or may be a treasure list from lib/treasures, |
|
|
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
|
|
333 | static object * |
|
|
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
|
|
335 | { |
|
|
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
|
|
337 | |
|
|
338 | /* first, find a place to put the chest. */ |
|
|
339 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
|
|
340 | if (i == -1) |
|
|
341 | { |
|
|
342 | the_chest->destroy (); |
|
|
343 | return NULL; |
|
|
344 | } |
|
|
345 | |
|
|
346 | int xl = x + DIRX (i); |
|
|
347 | int yl = y + DIRY (i); |
|
|
348 | |
|
|
349 | /* if the placement is blocked, return a fail. */ |
|
|
350 | if (wall_blocked (map, xl, yl)) |
|
|
351 | return 0; |
|
|
352 | |
|
|
353 | /* put the treasures in the chest. */ |
|
|
354 | /* if(style_map) { */ |
|
|
355 | #if 0 /* don't use treasure style maps for now! */ |
|
|
356 | int ti; |
|
|
357 | |
|
|
358 | /* if treasurestyle lists a treasure list, use it. */ |
|
|
359 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
|
|
360 | |
|
|
361 | if (tlist != NULL) |
|
|
362 | for (ti = 0; ti < n_treasures; ti++) |
|
|
363 | { /* use the treasure list */ |
|
|
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
|
|
365 | |
|
|
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
313 | } |
367 | } |
314 | if(freeindex != -1) { |
368 | else |
315 | kx += freearr_x[freeindex]; |
369 | { /* use the style map */ |
316 | ky += freearr_y[freeindex]; |
370 | the_chest->randomitems = tlist; |
|
|
371 | the_chest->stats.hp = n_treasures; |
317 | } |
372 | } |
318 | } |
373 | #endif |
|
|
374 | { /* neither style_map no treasure list given */ |
|
|
375 | treasurelist *tlist = treasurelist::find ("chest"); |
|
|
376 | |
|
|
377 | the_chest->randomitems = tlist; |
|
|
378 | the_chest->stats.hp = n_treasures; |
319 | } |
379 | } |
320 | else { /* NO_PASS_DOORS --we have to work harder.*/ |
380 | |
321 | /* don't try to keyplace if we're sitting on a blocked square and |
381 | /* stick a trap in the chest if required */ |
322 | NO_PASS_DOORS is set. */ |
382 | if (treasureoptions & TRAPPED) |
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 | } |
383 | { |
329 | else { |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
330 | int sum=0; /* count how many keys we actually place */ |
385 | |
331 | /* I'm lazy, so just try to place in all 4 directions. */ |
386 | if (trap_map) |
332 | sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP); |
387 | { |
333 | sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
334 | sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); |
389 | |
335 | sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); |
390 | the_trap->stats.Cha = 10 + RP->difficulty; |
336 | if(sum < 2) /* we might have made a disconnected map-place more keys. */ |
391 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
337 | { /* diagnoally this time. */ |
392 | |
338 | keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); |
393 | if (the_trap) |
339 | keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); |
394 | { |
340 | keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); |
395 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
341 | keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); |
396 | |
|
|
397 | new_trap->x = x; |
|
|
398 | new_trap->y = y; |
|
|
399 | insert_ob_in_ob (new_trap, the_chest); |
|
|
400 | } |
|
|
401 | } |
|
|
402 | } |
|
|
403 | |
|
|
404 | /* set the chest lock code, and call the keyplacer routine with |
|
|
405 | the lockcode. It's not worth bothering to lock the chest if |
|
|
406 | there's only 1 treasure.... */ |
|
|
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
|
|
408 | { |
|
|
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
|
|
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); |
|
|
411 | } |
|
|
412 | |
|
|
413 | /* actually place the chest. */ |
|
|
414 | the_chest->x = xl; |
|
|
415 | the_chest->y = yl; |
|
|
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
|
|
417 | return the_chest; |
|
|
418 | } |
|
|
419 | |
|
|
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
|
|
421 | static object * |
|
|
422 | find_closest_monster (maptile *map, int x, int y) |
|
|
423 | { |
|
|
424 | int i; |
|
|
425 | |
|
|
426 | for (i = 0; i < SIZEOFFREE; i++) |
|
|
427 | { |
|
|
428 | int lx, ly; |
|
|
429 | |
|
|
430 | lx = x + DIRX (i); |
|
|
431 | ly = y + DIRY (i); |
|
|
432 | /* boundscheck */ |
|
|
433 | if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) |
|
|
434 | /* don't bother searching this square unless the map says life exists. */ |
|
|
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
|
|
436 | { |
|
|
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
|
|
438 | |
|
|
439 | for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) |
|
|
440 | ; |
|
|
441 | |
|
|
442 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
|
|
443 | return the_monster; |
342 | } |
444 | } |
343 | return 1; |
|
|
344 | } |
|
|
345 | } |
445 | } |
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; |
446 | return NULL; |
356 | } |
447 | } |
357 | |
448 | |
358 | |
|
|
359 | |
|
|
360 | /* both find_monster_in_room routines need to have access to this. */ |
449 | /* both find_monster_in_room routines need to have access to this. */ |
361 | |
450 | |
362 | object *theMonsterToFind; |
451 | static object *theMonsterToFind; |
363 | |
452 | |
364 | /* a recursive routine which will return a monster, eventually,if there is one. |
453 | /* 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 */ |
454 | it does a check-off on the maze, converting 0's to 1's */ |
366 | |
455 | static object * |
367 | object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { |
456 | find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) |
|
|
457 | { |
368 | int i,j; |
458 | int i, j; |
|
|
459 | |
369 | /* if we've found a monster already, leave */ |
460 | /* if we've found a monster already, leave */ |
370 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
461 | if (theMonsterToFind != NULL) |
|
|
462 | return theMonsterToFind; |
371 | |
463 | |
372 | /* bounds check x and y */ |
464 | /* bounds check x and y */ |
373 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; |
465 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
|
|
466 | return theMonsterToFind; |
374 | |
467 | |
375 | /* if the square is blocked or searched already, leave */ |
468 | /* if the square is blocked or searched already, leave */ |
|
|
469 | if (maze[x][y] != 0) |
376 | if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ |
470 | return theMonsterToFind; /* might be NULL, that's fine. */ |
377 | |
471 | |
378 | /* check the current square for a monster. If there is one, |
472 | /* check the current square for a monster. If there is one, |
379 | set theMonsterToFind and return it. */ |
473 | set theMonsterToFind and return it. */ |
380 | layout[x][y]=1; |
474 | maze[x][y] = 1; |
381 | if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { |
475 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
|
|
476 | { |
382 | object *the_monster = get_map_ob(map,x,y); |
477 | object *the_monster = GET_MAP_OB (map, x, y); |
|
|
478 | |
383 | /* check off this point */ |
479 | /* check off this point */ |
384 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); |
480 | for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
385 | if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { |
481 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
|
|
482 | { |
386 | theMonsterToFind=the_monster; |
483 | theMonsterToFind = the_monster; |
387 | return theMonsterToFind; |
484 | return theMonsterToFind; |
388 | } |
485 | } |
389 | } |
486 | } |
390 | |
487 | |
391 | /* now search all the 8 squares around recursively for a monster,in random order */ |
488 | /* 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++) { |
489 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
393 | theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); |
490 | { |
394 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
491 | theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); |
|
|
492 | if (theMonsterToFind) |
|
|
493 | return theMonsterToFind; |
395 | } |
494 | } |
|
|
495 | |
396 | return theMonsterToFind; |
496 | return theMonsterToFind; |
397 | } |
497 | } |
398 | |
|
|
399 | |
498 | |
400 | /* sets up some data structures: the _recursive form does the |
499 | /* sets up some data structures: the _recursive form does the |
401 | real work. */ |
500 | real work. */ |
|
|
501 | static object * |
|
|
502 | find_monster_in_room (maptile *map, int x, int y) |
|
|
503 | { |
|
|
504 | layout layout2 (map->width, map->height); |
402 | |
505 | |
403 | object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
506 | // find walls |
404 | char **layout2; |
507 | for (int i = 0; i < layout2.w; i++) |
405 | int i,j; |
508 | for (int j = 0; j < layout2.h; j++) |
|
|
509 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
|
|
510 | |
406 | theMonsterToFind=0; |
511 | 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); |
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); |
416 | |
|
|
417 | /* deallocate the temp. layout */ |
|
|
418 | for(i=0;i<RP->Xsize;i++) { |
|
|
419 | free(layout2[i]); |
|
|
420 | } |
|
|
421 | free(layout2); |
|
|
422 | |
513 | |
423 | return theMonsterToFind; |
514 | return theMonsterToFind; |
424 | } |
515 | } |
425 | |
|
|
426 | |
|
|
427 | |
|
|
428 | |
|
|
429 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
|
|
430 | int *room_free_spots_x; |
|
|
431 | int *room_free_spots_y; |
|
|
432 | int number_of_free_spots_in_room; |
|
|
433 | |
516 | |
434 | /* the workhorse routine, which finds the free spots in a room: |
517 | /* 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 |
518 | a datastructure of free points is set up, and a position chosen from |
436 | that datastructure. */ |
519 | that datastructure. */ |
437 | |
520 | static void |
438 | void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { |
521 | find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y) |
439 | int i,j; |
522 | { |
440 | |
|
|
441 | /* bounds check x and y */ |
523 | /* bounds check x and y */ |
442 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
524 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
|
|
525 | return; |
443 | |
526 | |
444 | /* if the square is blocked or searched already, leave */ |
527 | /* if the square is blocked or searched already, leave */ |
445 | if(layout[x][y]!=0) return; |
528 | if (maze[x][y] != 0) |
|
|
529 | return; |
446 | |
530 | |
447 | /* set the current square as checked, and add it to the list. |
531 | /* set the current square as checked, and add it to the list. |
448 | set theMonsterToFind and return it. */ |
532 | set theMonsterToFind and return it. */ |
449 | /* check off this point */ |
533 | /* check off this point */ |
450 | layout[x][y]=1; |
534 | maze[x][y] = 1; |
451 | room_free_spots_x[number_of_free_spots_in_room]=x; |
535 | spots.push (point (x, y)); |
452 | room_free_spots_y[number_of_free_spots_in_room]=y; |
536 | |
453 | number_of_free_spots_in_room++; |
|
|
454 | /* now search all the 8 squares around recursively for free spots,in random order */ |
537 | /* 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++) { |
538 | for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
456 | find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); |
539 | find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); |
457 | } |
|
|
458 | |
540 | |
459 | } |
541 | } |
460 | |
542 | |
461 | /* find a random non-blocked spot in this room to drop a key. */ |
543 | /* find a random non-blocked spot in this room to drop a key. */ |
|
|
544 | static void |
462 | void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { |
545 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) |
463 | char **layout2; |
546 | { |
464 | int i,j; |
547 | fixed_stack<point> spots (map->width * map->height); |
465 | number_of_free_spots_in_room=0; |
|
|
466 | 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); |
|
|
468 | |
548 | |
469 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
549 | layout layout2 (map->width, map->height); |
|
|
550 | |
470 | /* allocate and copy the layout, converting C to 0. */ |
551 | /* allocate and copy the maze, converting C to 0. */ |
471 | for(i=0;i<RP->Xsize;i++) { |
552 | for (int i = 0; i < map->width; i++) |
472 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
553 | for (int j = 0; j < map->height; j++) |
473 | for(j=0;j<RP->Ysize;j++) { |
554 | layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; |
474 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
555 | |
475 | } |
|
|
476 | } |
|
|
477 | |
|
|
478 | /* setup num_free_spots and room_free_spots */ |
556 | /* setup num_free_spots and room_free_spots */ |
479 | find_spot_in_room_recursive(layout2,x,y,RP); |
557 | find_spot_in_room_recursive (layout2, spots, x, y); |
480 | |
558 | |
481 | if(number_of_free_spots_in_room > 0) { |
559 | if (spots.size) |
482 | i = RANDOM()%number_of_free_spots_in_room; |
560 | { |
483 | *kx = room_free_spots_x[i]; |
561 | point p = spots [rmg_rndm (spots.size)]; |
484 | *ky = room_free_spots_y[i]; |
562 | |
|
|
563 | *kx = p.x; |
|
|
564 | *ky = p.y; |
485 | } |
565 | } |
486 | |
|
|
487 | /* deallocate the temp. layout */ |
|
|
488 | for(i=0;i<RP->Xsize;i++) { |
|
|
489 | free(layout2[i]); |
|
|
490 | } |
|
|
491 | free(layout2); |
|
|
492 | free(room_free_spots_x); |
|
|
493 | free(room_free_spots_y); |
|
|
494 | } |
566 | } |
495 | |
|
|
496 | |
567 | |
497 | /* searches the map for a spot with walls around it. The more |
568 | /* 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 |
569 | 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.*/ |
570 | it'll return 0 if no FREE spots are found.*/ |
500 | |
571 | static void |
501 | void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { |
572 | find_enclosed_spot (maptile *map, int *cx, int *cy) |
|
|
573 | { |
502 | int x,y; |
574 | int x, y; |
503 | int i; |
575 | int i; |
|
|
576 | |
504 | x = *cx;y=*cy; |
577 | x = *cx; |
|
|
578 | y = *cy; |
505 | |
579 | |
506 | for(i=0;i<=SIZEOFFREE1;i++) { |
580 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
581 | { |
507 | int lx,ly,sindex; |
582 | int lx, ly, sindex; |
508 | lx = x +freearr_x[i]; |
583 | |
509 | ly = y +freearr_y[i]; |
584 | lx = x + DIRX (i); |
|
|
585 | ly = y + DIRY (i); |
510 | sindex = surround_flag3(map,lx,ly,RP); |
586 | sindex = surround_flag3 (map, lx, ly); |
511 | /* if it's blocked on 3 sides, it's enclosed */ |
587 | /* if it's blocked on 3 sides, it's enclosed */ |
512 | if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { |
588 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
513 | *cx= lx;*cy= ly; |
589 | { |
|
|
590 | *cx = lx; |
|
|
591 | *cy = ly; |
514 | return; |
592 | return; |
515 | } |
593 | } |
516 | } |
594 | } |
517 | |
595 | |
518 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
596 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
519 | spots--try to find someplace which is 2x enclosed. */ |
597 | spots--try to find someplace which is 2x enclosed. */ |
520 | for(i=0;i<=SIZEOFFREE1;i++) { |
598 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
599 | { |
521 | int lx,ly,sindex; |
600 | int lx, ly, sindex; |
522 | lx = x +freearr_x[i]; |
601 | |
523 | ly = y +freearr_y[i]; |
602 | lx = x + DIRX (i); |
|
|
603 | ly = y + DIRY (i); |
524 | sindex = surround_flag3(map,lx,ly,RP); |
604 | sindex = surround_flag3 (map, lx, ly); |
525 | /* if it's blocked on 3 sides, it's enclosed */ |
605 | /* if it's blocked on 3 sides, it's enclosed */ |
526 | if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { |
606 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
527 | *cx= lx;*cy= ly; |
607 | { |
|
|
608 | *cx = lx; |
|
|
609 | *cy = ly; |
528 | return; |
610 | return; |
529 | } |
611 | } |
530 | } |
612 | } |
531 | |
613 | |
532 | /* settle for one surround point */ |
614 | /* settle for one surround point */ |
533 | for(i=0;i<=SIZEOFFREE1;i++) { |
615 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
616 | { |
534 | int lx,ly,sindex; |
617 | int lx, ly, sindex; |
535 | lx = x +freearr_x[i]; |
618 | |
536 | ly = y +freearr_y[i]; |
619 | lx = x + DIRX (i); |
|
|
620 | ly = y + DIRY (i); |
537 | sindex = surround_flag3(map,lx,ly,RP); |
621 | sindex = surround_flag3 (map, lx, ly); |
538 | /* if it's blocked on 3 sides, it's enclosed */ |
622 | /* if it's blocked on 3 sides, it's enclosed */ |
539 | if(sindex) { |
623 | if (sindex) |
540 | *cx= lx;*cy= ly; |
624 | { |
|
|
625 | *cx = lx; |
|
|
626 | *cy = ly; |
541 | return; |
627 | return; |
542 | } |
628 | } |
543 | } |
629 | } |
544 | /* give up and return the closest free spot. */ |
630 | /* give up and return the closest free spot. */ |
545 | i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); |
631 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
546 | if(i!=-1&&i<=SIZEOFFREE1) { |
632 | |
547 | *cx = x +freearr_x[i]; |
633 | if (i != -1) |
548 | *cy = y +freearr_y[i]; |
634 | { |
549 | return; |
635 | *cx = x + DIRX (i); |
|
|
636 | *cy = y + DIRY (i); |
550 | } |
637 | } |
|
|
638 | else |
|
|
639 | { |
551 | /* indicate failure */ |
640 | /* indicate failure */ |
552 | *cx=*cy=-1; |
641 | *cx = -1; |
553 | } |
642 | *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 | }; |
643 | } |
567 | } |
644 | } |
568 | |
645 | |
|
|
646 | static void |
|
|
647 | remove_monsters (int x, int y, maptile *map) |
|
|
648 | { |
|
|
649 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
|
|
650 | { |
|
|
651 | object *next = tmp->above; |
|
|
652 | |
|
|
653 | if (tmp->flag [FLAG_ALIVE]) |
|
|
654 | tmp->head_ ()->destroy (); |
|
|
655 | |
|
|
656 | tmp = next; |
|
|
657 | } |
|
|
658 | } |
569 | |
659 | |
570 | /* surrounds the point x,y by doors, so as to enclose something, like |
660 | /* 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 |
661 | a chest. It only goes as far as the 8 squares surrounding, and |
572 | it'll remove any monsters it finds.*/ |
662 | it'll remove any monsters it finds.*/ |
573 | |
663 | static object ** |
574 | object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { |
664 | surround_by_doors (maptile *map, char **maze, int x, int y, int opts) |
|
|
665 | { |
575 | int i; |
666 | int i; |
576 | char *doors[2]; |
667 | const char *doors[2]; |
577 | object **doorlist; |
668 | object **doorlist; |
578 | int ndoors_made=0; |
669 | int ndoors_made = 0; |
579 | doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ |
670 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
580 | |
671 | |
581 | /* this is a list we pick from, for horizontal and vertical doors */ |
672 | /* this is a list we pick from, for horizontal and vertical doors */ |
582 | if(opts&DOORED) { |
673 | if (opts & DOORED) |
|
|
674 | { |
583 | doors[0]="locked_door2"; |
675 | doors[0] = "locked_door2"; |
584 | doors[1]="locked_door1"; |
676 | doors[1] = "locked_door1"; |
585 | } |
677 | } |
586 | else { |
678 | else |
|
|
679 | { |
587 | doors[0]="door_1"; |
680 | doors[0] = "door_1"; |
588 | doors[1]="door_2"; |
681 | doors[1] = "door_2"; |
589 | } |
682 | } |
590 | |
683 | |
591 | /* place doors in all the 8 adjacent unblocked squares. */ |
684 | /* place doors in all the 8 adjacent unblocked squares. */ |
592 | for(i=1;i<9;i++) { |
685 | for (i = 1; i < 9; i++) |
593 | int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; |
|
|
594 | |
686 | { |
595 | if(!wall_blocked(map,x1,y1) |
687 | int x1 = x + DIRX (i), y1 = y + DIRY (i); |
596 | || layout[x1][y1]=='>') {/* place a door */ |
688 | |
597 | object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); |
689 | if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
598 | new_door->x = x + freearr_x[i]; |
690 | { /* place a door */ |
599 | new_door->y = y + freearr_y[i]; |
691 | remove_monsters (x1, y1, map); |
600 | remove_monsters(new_door->x,new_door->y,map); |
692 | |
601 | insert_ob_in_map(new_door,map,NULL,0); |
693 | object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]); |
|
|
694 | map->insert (new_door, x1, y1); |
602 | doorlist[ndoors_made]=new_door; |
695 | doorlist[ndoors_made] = new_door; |
603 | ndoors_made++; |
696 | ndoors_made++; |
604 | } |
697 | } |
605 | } |
698 | } |
|
|
699 | |
606 | return doorlist; |
700 | return doorlist; |
607 | } |
701 | } |
608 | |
702 | |
609 | |
|
|
610 | /* returns the first door in this square, or NULL if there isn't a door. */ |
703 | /* returns the first door in this square, or NULL if there isn't a door. */ |
|
|
704 | static object * |
611 | object *door_in_square(mapstruct *map,int x,int y) { |
705 | door_in_square (maptile *map, int x, int y) |
612 | object *tmp; |
706 | { |
613 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
707 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
614 | if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; |
708 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
709 | return tmp; |
|
|
710 | |
615 | return NULL; |
711 | return NULL; |
616 | } |
712 | } |
617 | |
|
|
618 | |
713 | |
619 | /* the workhorse routine, which finds the doors in a room */ |
714 | /* the workhorse routine, which finds the doors in a room */ |
|
|
715 | static void |
620 | void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { |
716 | find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) |
|
|
717 | { |
621 | int i,j; |
718 | int i, j; |
622 | object *door; |
719 | object *door; |
623 | |
720 | |
624 | /* bounds check x and y */ |
721 | /* bounds check x and y */ |
625 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
722 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
|
|
723 | return; |
626 | |
724 | |
627 | /* if the square is blocked or searched already, leave */ |
725 | /* if the square is blocked or searched already, leave */ |
628 | if(layout[x][y]==1) return; |
726 | if (maze[x][y] == 1) |
|
|
727 | return; |
629 | |
728 | |
630 | /* check off this point */ |
729 | /* check off this point */ |
631 | if(layout[x][y]=='#') { /* there could be a door here */ |
730 | if (maze[x][y] == '#') |
632 | layout[x][y]=1; |
731 | { /* there could be a door here */ |
|
|
732 | maze[x][y] = 1; |
633 | door=door_in_square(map,x,y); |
733 | door = door_in_square (map, x, y); |
634 | if(door!=NULL) { |
734 | if (door) |
|
|
735 | { |
635 | doorlist[*ndoors]=door; |
736 | doorlist[*ndoors] = door; |
|
|
737 | |
636 | if(*ndoors>254) /* eek! out of memory */ |
738 | if (*ndoors > 1022) /* eek! out of memory */ |
637 | { |
739 | { |
638 | LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
740 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
639 | return; |
741 | return; |
640 | } |
742 | } |
|
|
743 | |
641 | *ndoors=*ndoors+1; |
744 | *ndoors = *ndoors + 1; |
642 | } |
745 | } |
643 | } |
746 | } |
644 | else { |
747 | else |
645 | layout[x][y]=1; |
748 | { |
|
|
749 | maze[x][y] = 1; |
|
|
750 | |
646 | /* now search all the 8 squares around recursively for free spots,in random order */ |
751 | /* 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++) { |
752 | 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); |
753 | find_doors_in_room_recursive (maze, map, |
649 | } |
754 | x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1), |
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755 | doorlist, ndoors); |
650 | } |
756 | } |
651 | } |
757 | } |
652 | |
758 | |
653 | /* find a random non-blocked spot in this room to drop a key. */ |
759 | /* 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) { |
760 | static object ** |
655 | char **layout2; |
761 | find_doors_in_room (maptile *map, int x, int y) |
656 | object **doorlist; |
762 | { |
657 | int i,j; |
763 | int i, j; |
658 | int ndoors=0; |
764 | int ndoors = 0; |
659 | |
765 | |
660 | doorlist = (object **)calloc(sizeof(int),256); |
766 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
661 | |
767 | |
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768 | layout layout2 (map->width, map->height); |
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769 | layout2.clear (); |
662 | |
770 | |
663 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
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664 | /* allocate and copy the layout, converting C to 0. */ |
771 | /* allocate and copy the maze, converting C to 0. */ |
665 | for(i=0;i<RP->Xsize;i++) { |
772 | for (i = 0; i < map->width; i++) |
666 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
773 | for (j = 0; j < map->height; j++) |
667 | for(j=0;j<RP->Ysize;j++) { |
774 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
668 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
775 | |
669 | } |
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670 | } |
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671 | |
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672 | /* setup num_free_spots and room_free_spots */ |
776 | /* setup num_free_spots and room_free_spots */ |
673 | find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); |
777 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); |
674 | |
778 | |
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; |
779 | return doorlist; |
681 | } |
780 | } |
682 | |
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683 | |
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684 | |
781 | |
685 | /* locks and/or hides all the doors in doorlist, or does nothing if |
782 | /* locks and/or hides all the doors in doorlist, or does nothing if |
686 | opts doesn't say to lock/hide doors. */ |
783 | opts doesn't say to lock/hide doors. */ |
687 | |
784 | static void |
688 | void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { |
785 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
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|
786 | { |
689 | object *door; |
787 | object *door; |
690 | int i; |
788 | int i; |
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789 | |
691 | /* lock the doors and hide the keys. */ |
790 | /* lock the doors and hide the keys. */ |
692 | |
791 | |
693 | if(opts & DOORED) { |
792 | if (opts & DOORED) |
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|
793 | { |
694 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
794 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
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|
795 | { |
695 | object *new_door=get_archetype("locked_door1"); |
796 | object *new_door = archetype::get (shstr_locked_door1); |
696 | char keybuf[256]; |
797 | |
697 | door=doorlist[i]; |
798 | door = doorlist[i]; |
698 | new_door->face = door->face; |
799 | new_door->face = door->face; |
699 | new_door->x = door->x; |
800 | new_door->x = door->x; |
700 | new_door->y = door->y; |
801 | new_door->y = door->y; |
701 | remove_ob(door); |
802 | door->destroy (); |
702 | free_object(door); |
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|
703 | doorlist[i]=new_door; |
803 | doorlist[i] = new_door; |
704 | insert_ob_in_map(new_door,map,NULL,0); |
804 | insert_ob_in_map (new_door, map, NULL, 0); |
705 | sprintf(keybuf,"%d",(int)RANDOM()); |
805 | 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); |
806 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); |
708 | } |
807 | } |
709 | } |
808 | } |
710 | |
809 | |
711 | /* change the faces of the doors and surrounding walls to hide them. */ |
810 | /* change the faces of the doors and surrounding walls to hide them. */ |
712 | if(opts & HIDDEN) { |
811 | if (opts & HIDDEN) |
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|
812 | { |
713 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
813 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
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|
814 | { |
714 | object *wallface; |
815 | object *wallface; |
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|
816 | |
715 | door=doorlist[i]; |
817 | door = doorlist[i]; |
716 | wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); |
818 | wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
717 | if(wallface!=NULL) { |
819 | if (wallface != NULL) |
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820 | { |
718 | retrofit_joined_wall(map,door->x-1,door->y,0,RP); |
821 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
719 | retrofit_joined_wall(map,door->x+1,door->y,0,RP); |
822 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
720 | retrofit_joined_wall(map,door->x,door->y-1,0,RP); |
823 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
721 | retrofit_joined_wall(map,door->x,door->y+1,0,RP); |
824 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
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|
825 | |
722 | door->face = wallface->face; |
826 | door->face = wallface->face; |
723 | if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); |
827 | |
724 | free_object(wallface); |
828 | wallface->destroy (); |
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|
829 | } |
725 | } |
830 | } |
726 | } |
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|
727 | } |
831 | } |
728 | } |
832 | } |