1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | |
41 | |
43 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
45 | |
44 | |
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45 | /* a macro to get a strongly centered random distribution, |
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46 | from 0 to x, centered at x/2 */ |
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47 | static int |
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48 | bc_random (int x) |
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49 | { |
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50 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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51 | } |
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52 | |
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53 | static object * |
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54 | gen_key (const shstr &keycode) |
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55 | { |
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56 | /* get a key and set its keycode */ |
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57 | object *key = archetype::get (shstr_key_random_map); |
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58 | key->slaying = keycode; |
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59 | return key; |
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60 | } |
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61 | |
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62 | /* places keys in the map, preferably in something alive. |
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63 | keycode is the key's code, |
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64 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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65 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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66 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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67 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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68 | |
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69 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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70 | sure a key is placed on both sides of the door. |
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71 | */ |
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72 | static int |
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73 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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74 | { |
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75 | int i, j; |
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76 | int kx = 0, ky = 0; |
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77 | object *the_keymaster; /* the monster that gets the key. */ |
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78 | object *the_key = gen_key (keycode); |
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79 | |
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80 | if (door_flag == PASS_DOORS) |
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81 | { |
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82 | int tries = 0; |
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83 | |
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84 | the_keymaster = 0; |
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85 | while (tries < 15 && !the_keymaster) |
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86 | { |
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87 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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88 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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89 | tries++; |
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90 | the_keymaster = find_closest_monster (map, i, j, RP); |
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91 | } |
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92 | |
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93 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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94 | if (!the_keymaster) |
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95 | { |
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96 | int freeindex; |
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97 | |
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98 | freeindex = -1; |
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99 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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100 | { |
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101 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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102 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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103 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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104 | } |
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105 | |
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106 | // can freeindex ever be < 0? |
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107 | if (freeindex >= 0) |
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108 | { |
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109 | kx += freearr_x [freeindex]; |
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110 | ky += freearr_y [freeindex]; |
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111 | } |
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112 | } |
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113 | } |
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114 | else |
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115 | { /* NO_PASS_DOORS --we have to work harder. */ |
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116 | /* don't try to keyplace if we're sitting on a blocked square and |
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117 | NO_PASS_DOORS is set. */ |
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118 | if (n_keys == 1) |
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119 | { |
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120 | if (wall_blocked (map, x, y)) |
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121 | { |
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122 | the_key->destroy (); |
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123 | return 0; |
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124 | } |
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125 | |
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126 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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127 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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128 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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129 | } |
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130 | else |
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131 | { |
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132 | int sum = 0; /* count how many keys we actually place */ |
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133 | |
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134 | /* I'm lazy, so just try to place in all 4 directions. */ |
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135 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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136 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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137 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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138 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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139 | |
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140 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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141 | { /* diagonally this time. */ |
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142 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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143 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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144 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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145 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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146 | } |
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147 | |
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148 | the_key->destroy (); |
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149 | return 1; |
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150 | } |
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151 | } |
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152 | |
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153 | LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D |
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154 | if (the_keymaster) |
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155 | the_keymaster->head_ ()->insert (the_key); |
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156 | else |
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157 | { |
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158 | the_key->x = kx; |
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159 | the_key->y = ky; |
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160 | insert_ob_in_map (the_key, map, NULL, 0); |
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161 | } |
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162 | |
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163 | return 1; |
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164 | } |
46 | |
165 | |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
166 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
48 | * and doors but not monsters. |
167 | * and doors but not monsters. |
49 | * This function is not map tile aware. |
168 | * This function is not map tile aware. |
50 | */ |
169 | */ |
… | |
… | |
52 | wall_blocked (maptile *m, int x, int y) |
171 | wall_blocked (maptile *m, int x, int y) |
53 | { |
172 | { |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
173 | if (OUT_OF_REAL_MAP (m, x, y)) |
55 | return 1; |
174 | return 1; |
56 | |
175 | |
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176 | m->at (x, y).update (); |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
177 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
58 | return r; |
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59 | } |
178 | } |
60 | |
179 | |
61 | /* place treasures in the map, given the |
180 | /* place treasures in the map, given the |
62 | map, (required) |
181 | map, (required) |
63 | layout, (required) |
182 | layout, (required) |
… | |
… | |
76 | if (treasure_style) |
195 | if (treasure_style) |
77 | if (!strcmp (treasure_style, "none")) |
196 | if (!strcmp (treasure_style, "none")) |
78 | return; |
197 | return; |
79 | |
198 | |
80 | if (treasureoptions <= 0) |
199 | if (treasureoptions <= 0) |
81 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
200 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
82 | |
201 | |
83 | /* filter out the mutually exclusive options */ |
202 | /* filter out the mutually exclusive options */ |
84 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
203 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
85 | { |
204 | { |
86 | if (rndm (2)) |
205 | if (rmg_rndm (2)) |
87 | treasureoptions -= 1; |
206 | treasureoptions -= 1; |
88 | else |
207 | else |
89 | treasureoptions -= 2; |
208 | treasureoptions -= 2; |
90 | } |
209 | } |
91 | |
210 | |
92 | /* pick the number of treasures */ |
211 | /* pick the number of treasures */ |
93 | if (treasureoptions & SPARSE) |
212 | if (treasureoptions & SPARSE) |
94 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
213 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
95 | else if (treasureoptions & RICH) |
214 | else if (treasureoptions & RICH) |
96 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
215 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
97 | else |
216 | else |
98 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
217 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
99 | |
218 | |
100 | if (num_treasures <= 0) |
219 | if (num_treasures <= 0) |
101 | return; |
220 | return; |
102 | |
221 | |
103 | /* get the style map */ |
222 | /* get the style map */ |
104 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
223 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
105 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
224 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
106 | style_map = find_style (styledirname, treasure_style, -1); |
225 | style_map = find_style (styledirname, treasure_style, -1); |
107 | |
226 | |
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227 | if (!style_map) |
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228 | { |
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229 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
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230 | return; |
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231 | } |
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232 | |
108 | /* all the treasure at one spot in the map. */ |
233 | /* all the treasure at one spot in the map. */ |
109 | if (treasureoptions & CONCENTRATED) |
234 | if (treasureoptions & CONCENTRATED) |
110 | { |
235 | { |
111 | |
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112 | /* map_layout_style global, and is previously set */ |
236 | /* map_layout_style global, and is previously set */ |
113 | switch (RP->map_layout_style) |
237 | switch (RP->map_layout_style) |
114 | { |
238 | { |
115 | case LAYOUT_ONION: |
239 | case LAYOUT_ONION: |
116 | case LAYOUT_SPIRAL: |
240 | case LAYOUT_SPIRAL: |
… | |
… | |
124 | for (j = 0; j < RP->Ysize; j++) |
248 | for (j = 0; j < RP->Ysize; j++) |
125 | { |
249 | { |
126 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
250 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
127 | { |
251 | { |
128 | int tdiv = RP->symmetry_used; |
252 | int tdiv = RP->symmetry_used; |
129 | object **doorlist; |
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130 | object *chest; |
253 | object *chest; |
131 | |
254 | |
132 | if (tdiv == 3) |
255 | if (tdiv == 3) |
133 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
256 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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257 | |
134 | /* don't put a chest on an exit. */ |
258 | /* don't put a chest on an exit. */ |
135 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
259 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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260 | |
136 | if (!chest) |
261 | if (!chest) |
137 | continue; /* if no chest was placed NEXT */ |
262 | continue; /* if no chest was placed NEXT */ |
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263 | |
138 | if (treasureoptions & (DOORED | HIDDEN)) |
264 | if (treasureoptions & (DOORED | HIDDEN)) |
139 | { |
265 | { |
140 | doorlist = find_doors_in_room (map, i, j, RP); |
266 | object **doorlist = find_doors_in_room (map, i, j, RP); |
141 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
267 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
142 | free (doorlist); |
268 | free (doorlist); |
143 | } |
269 | } |
144 | } |
270 | } |
145 | } |
271 | } |
146 | } |
272 | } |
147 | break; |
273 | break; |
148 | } |
274 | } |
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275 | |
149 | default: |
276 | default: |
150 | { |
277 | { |
151 | int i, j, tries; |
278 | int i, j, tries; |
152 | object *chest; |
279 | object *chest; |
153 | object **doorlist; |
280 | object **doorlist; |
154 | |
281 | |
155 | i = j = -1; |
282 | i = j = -1; |
156 | tries = 0; |
283 | tries = 0; |
157 | while (i == -1 && tries < 100) |
284 | while (i == -1 && tries < 100) |
158 | { |
285 | { |
159 | i = RANDOM () % (RP->Xsize - 2) + 1; |
286 | i = rmg_rndm (RP->Xsize - 2) + 1; |
160 | j = RANDOM () % (RP->Ysize - 2) + 1; |
287 | j = rmg_rndm (RP->Ysize - 2) + 1; |
161 | find_enclosed_spot (map, &i, &j, RP); |
288 | find_enclosed_spot (map, &i, &j, RP); |
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289 | |
162 | if (wall_blocked (map, i, j)) |
290 | if (wall_blocked (map, i, j)) |
163 | i = -1; |
291 | i = -1; |
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292 | |
164 | tries++; |
293 | tries++; |
165 | } |
294 | } |
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295 | |
166 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
296 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
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297 | |
167 | if (!chest) |
298 | if (!chest) |
168 | return; |
299 | return; |
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300 | |
169 | i = chest->x; |
301 | i = chest->x; |
170 | j = chest->y; |
302 | j = chest->y; |
171 | if (treasureoptions & (DOORED | HIDDEN)) |
303 | if (treasureoptions & (DOORED | HIDDEN)) |
172 | { |
304 | { |
173 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
305 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
181 | { /* DIFFUSE treasure layout */ |
313 | { /* DIFFUSE treasure layout */ |
182 | int ti, i, j; |
314 | int ti, i, j; |
183 | |
315 | |
184 | for (ti = 0; ti < num_treasures; ti++) |
316 | for (ti = 0; ti < num_treasures; ti++) |
185 | { |
317 | { |
186 | i = RANDOM () % (RP->Xsize - 2) + 1; |
318 | i = rmg_rndm (RP->Xsize - 2) + 1; |
187 | j = RANDOM () % (RP->Ysize - 2) + 1; |
319 | j = rmg_rndm (RP->Ysize - 2) + 1; |
188 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
320 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
189 | } |
321 | } |
190 | } |
322 | } |
191 | } |
323 | } |
192 | |
324 | |
193 | /* put a chest into the map, near x and y, with the treasure style |
325 | /* put a chest into the map, near x and y, with the treasure style |
194 | determined (may be null, or may be a treasure list from lib/treasures, |
326 | determined (may be null, or may be a treasure list from lib/treasures, |
195 | if the global variable "treasurestyle" is set to that treasure list's name */ |
327 | if the global variable "treasurestyle" is set to that treasure list's name */ |
196 | |
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197 | object * |
328 | object * |
198 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
329 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
199 | { |
330 | { |
200 | object *the_chest; |
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201 | int i, xl, yl; |
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202 | |
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203 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
331 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
204 | |
332 | |
205 | /* first, find a place to put the chest. */ |
333 | /* first, find a place to put the chest. */ |
206 | i = find_first_free_spot (the_chest, map, x, y); |
334 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
207 | if (i == -1) |
335 | if (i == -1) |
208 | { |
336 | { |
209 | the_chest->destroy (); |
337 | the_chest->destroy (); |
210 | return NULL; |
338 | return NULL; |
211 | } |
339 | } |
212 | |
340 | |
213 | xl = x + freearr_x[i]; |
341 | int xl = x + freearr_x[i]; |
214 | yl = y + freearr_y[i]; |
342 | int yl = y + freearr_y[i]; |
215 | |
343 | |
216 | /* if the placement is blocked, return a fail. */ |
344 | /* if the placement is blocked, return a fail. */ |
217 | if (wall_blocked (map, xl, yl)) |
345 | if (wall_blocked (map, xl, yl)) |
218 | return 0; |
346 | return 0; |
219 | |
347 | |
… | |
… | |
226 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
354 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
227 | |
355 | |
228 | if (tlist != NULL) |
356 | if (tlist != NULL) |
229 | for (ti = 0; ti < n_treasures; ti++) |
357 | for (ti = 0; ti < n_treasures; ti++) |
230 | { /* use the treasure list */ |
358 | { /* use the treasure list */ |
231 | object *new_treasure = pick_random_object (style_map); |
359 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
232 | |
360 | |
233 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
361 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
234 | } |
362 | } |
235 | else |
363 | else |
236 | { /* use the style map */ |
364 | { /* use the style map */ |
237 | the_chest->randomitems = tlist; |
365 | the_chest->randomitems = tlist; |
238 | the_chest->stats.hp = n_treasures; |
366 | the_chest->stats.hp = n_treasures; |
239 | } |
367 | } |
240 | #endif |
368 | #endif |
241 | { /* neither style_map no treasure list given */ |
369 | { /* neither style_map no treasure list given */ |
242 | treasurelist *tlist = find_treasurelist ("chest"); |
370 | treasurelist *tlist = treasurelist::find ("chest"); |
243 | |
371 | |
244 | the_chest->randomitems = tlist; |
372 | the_chest->randomitems = tlist; |
245 | the_chest->stats.hp = n_treasures; |
373 | the_chest->stats.hp = n_treasures; |
246 | } |
374 | } |
247 | |
375 | |
248 | /* stick a trap in the chest if required */ |
376 | /* stick a trap in the chest if required */ |
249 | if (treasureoptions & TRAPPED) |
377 | if (treasureoptions & TRAPPED) |
250 | { |
378 | { |
251 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
379 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
252 | object *the_trap; |
|
|
253 | |
380 | |
254 | if (trap_map) |
381 | if (trap_map) |
255 | { |
382 | { |
256 | the_trap = pick_random_object (trap_map); |
383 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
384 | |
257 | the_trap->stats.Cha = 10 + RP->difficulty; |
385 | the_trap->stats.Cha = 10 + RP->difficulty; |
258 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
386 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
387 | |
259 | if (the_trap) |
388 | if (the_trap) |
260 | { |
389 | { |
261 | object *new_trap; |
390 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
262 | |
391 | |
263 | new_trap = arch_to_object (the_trap->arch); |
|
|
264 | new_trap->copy_to (the_trap); |
|
|
265 | new_trap->x = x; |
392 | new_trap->x = x; |
266 | new_trap->y = y; |
393 | new_trap->y = y; |
267 | insert_ob_in_ob (new_trap, the_chest); |
394 | insert_ob_in_ob (new_trap, the_chest); |
268 | } |
395 | } |
269 | } |
396 | } |
270 | } |
397 | } |
271 | |
398 | |
272 | /* set the chest lock code, and call the keyplacer routine with |
399 | /* set the chest lock code, and call the keyplacer routine with |
273 | the lockcode. It's not worth bothering to lock the chest if |
400 | the lockcode. It's not worth bothering to lock the chest if |
274 | there's only 1 treasure.... */ |
401 | there's only 1 treasure.... */ |
275 | |
|
|
276 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
402 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
277 | { |
403 | { |
278 | char keybuf[1024]; |
404 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
279 | |
|
|
280 | sprintf (keybuf, "%d", (int) RANDOM ()); |
|
|
281 | the_chest->slaying = keybuf; |
|
|
282 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
405 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
283 | } |
406 | } |
284 | |
407 | |
285 | /* actually place the chest. */ |
408 | /* actually place the chest. */ |
286 | the_chest->x = xl; |
409 | the_chest->x = xl; |
287 | the_chest->y = yl; |
410 | the_chest->y = yl; |
… | |
… | |
316 | } |
439 | } |
317 | } |
440 | } |
318 | return NULL; |
441 | return NULL; |
319 | } |
442 | } |
320 | |
443 | |
321 | |
|
|
322 | |
|
|
323 | /* places keys in the map, preferably in something alive. |
|
|
324 | keycode is the key's code, |
|
|
325 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
326 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
327 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
328 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
329 | |
|
|
330 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
331 | sure a key is placed on both sides of the door. |
|
|
332 | */ |
|
|
333 | int |
|
|
334 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
335 | { |
|
|
336 | int i, j; |
|
|
337 | int kx = 0, ky = 0; |
|
|
338 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
339 | object *the_key; |
|
|
340 | |
|
|
341 | /* get a key and set its keycode */ |
|
|
342 | the_key = get_archetype ("key2"); |
|
|
343 | the_key->slaying = keycode; |
|
|
344 | |
|
|
345 | if (door_flag == PASS_DOORS) |
|
|
346 | { |
|
|
347 | int tries = 0; |
|
|
348 | |
|
|
349 | the_keymaster = 0; |
|
|
350 | while (tries < 15 && !the_keymaster) |
|
|
351 | { |
|
|
352 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
|
|
353 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
|
|
354 | tries++; |
|
|
355 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
356 | } |
|
|
357 | |
|
|
358 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
359 | if (!the_keymaster) |
|
|
360 | { |
|
|
361 | int freeindex; |
|
|
362 | |
|
|
363 | freeindex = -1; |
|
|
364 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
365 | { |
|
|
366 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
|
|
367 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
|
|
368 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
369 | } |
|
|
370 | |
|
|
371 | // can freeindex ever be < 0? |
|
|
372 | if (freeindex >= 0) |
|
|
373 | { |
|
|
374 | kx += freearr_x [freeindex]; |
|
|
375 | ky += freearr_y [freeindex]; |
|
|
376 | } |
|
|
377 | } |
|
|
378 | } |
|
|
379 | else |
|
|
380 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
381 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
382 | NO_PASS_DOORS is set. */ |
|
|
383 | if (n_keys == 1) |
|
|
384 | { |
|
|
385 | if (wall_blocked (map, x, y)) |
|
|
386 | return 0; |
|
|
387 | |
|
|
388 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
389 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
390 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
391 | } |
|
|
392 | else |
|
|
393 | { |
|
|
394 | int sum = 0; /* count how many keys we actually place */ |
|
|
395 | |
|
|
396 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
397 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
398 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
399 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
400 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
401 | |
|
|
402 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
403 | { /* diagonally this time. */ |
|
|
404 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
405 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
406 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
407 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
408 | } |
|
|
409 | |
|
|
410 | return 1; |
|
|
411 | } |
|
|
412 | } |
|
|
413 | |
|
|
414 | if (!the_keymaster) |
|
|
415 | { |
|
|
416 | the_key->x = kx; |
|
|
417 | the_key->y = ky; |
|
|
418 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
419 | return 1; |
|
|
420 | } |
|
|
421 | |
|
|
422 | insert_ob_in_ob (the_key, the_keymaster); |
|
|
423 | return 1; |
|
|
424 | } |
|
|
425 | |
|
|
426 | |
|
|
427 | |
|
|
428 | /* both find_monster_in_room routines need to have access to this. */ |
444 | /* both find_monster_in_room routines need to have access to this. */ |
429 | |
445 | |
430 | object *theMonsterToFind; |
446 | object *theMonsterToFind; |
431 | |
447 | |
432 | /* a recursive routine which will return a monster, eventually,if there is one. |
448 | /* a recursive routine which will return a monster, eventually,if there is one. |
… | |
… | |
464 | return theMonsterToFind; |
480 | return theMonsterToFind; |
465 | } |
481 | } |
466 | } |
482 | } |
467 | |
483 | |
468 | /* now search all the 8 squares around recursively for a monster,in random order */ |
484 | /* now search all the 8 squares around recursively for a monster,in random order */ |
469 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
485 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
470 | { |
486 | { |
471 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
487 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
472 | if (theMonsterToFind != NULL) |
488 | if (theMonsterToFind != NULL) |
473 | return theMonsterToFind; |
489 | return theMonsterToFind; |
474 | } |
490 | } |
|
|
491 | |
475 | return theMonsterToFind; |
492 | return theMonsterToFind; |
476 | } |
493 | } |
477 | |
|
|
478 | |
494 | |
479 | /* sets up some data structures: the _recursive form does the |
495 | /* sets up some data structures: the _recursive form does the |
480 | real work. */ |
496 | real work. */ |
481 | |
|
|
482 | object * |
497 | object * |
483 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
498 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
484 | { |
499 | { |
485 | char **layout2; |
500 | Layout layout2 (RP); |
486 | int i, j; |
501 | |
|
|
502 | layout2->clear (); |
|
|
503 | |
|
|
504 | /* allocate and copy the layout, converting C to 0. */ |
|
|
505 | for (int i = 0; i < layout2->w; i++) |
|
|
506 | for (int j = 0; j < layout2->h; j++) |
|
|
507 | if (wall_blocked (map, i, j)) |
|
|
508 | layout2[i][j] = '#'; |
487 | |
509 | |
488 | theMonsterToFind = 0; |
510 | theMonsterToFind = 0; |
489 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
490 | /* allocate and copy the layout, converting C to 0. */ |
|
|
491 | for (i = 0; i < RP->Xsize; i++) |
|
|
492 | { |
|
|
493 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
494 | for (j = 0; j < RP->Ysize; j++) |
|
|
495 | { |
|
|
496 | if (wall_blocked (map, i, j)) |
|
|
497 | layout2[i][j] = '#'; |
|
|
498 | } |
|
|
499 | } |
|
|
500 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
511 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
501 | |
512 | |
502 | /* deallocate the temp. layout */ |
513 | layout2.free (); |
503 | for (i = 0; i < RP->Xsize; i++) |
|
|
504 | { |
|
|
505 | free (layout2[i]); |
|
|
506 | } |
|
|
507 | free (layout2); |
|
|
508 | |
514 | |
509 | return theMonsterToFind; |
515 | return theMonsterToFind; |
510 | } |
516 | } |
511 | |
517 | |
512 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
518 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
… | |
… | |
537 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
538 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
539 | number_of_free_spots_in_room++; |
545 | number_of_free_spots_in_room++; |
540 | |
546 | |
541 | /* now search all the 8 squares around recursively for free spots,in random order */ |
547 | /* now search all the 8 squares around recursively for free spots,in random order */ |
542 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
543 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
544 | |
550 | |
545 | } |
551 | } |
546 | |
552 | |
547 | /* find a random non-blocked spot in this room to drop a key. */ |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
… | |
… | |
568 | /* setup num_free_spots and room_free_spots */ |
574 | /* setup num_free_spots and room_free_spots */ |
569 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
570 | |
576 | |
571 | if (number_of_free_spots_in_room > 0) |
577 | if (number_of_free_spots_in_room > 0) |
572 | { |
578 | { |
573 | i = RANDOM () % number_of_free_spots_in_room; |
579 | i = rmg_rndm (number_of_free_spots_in_room); |
574 | *kx = room_free_spots_x[i]; |
580 | *kx = room_free_spots_x[i]; |
575 | *ky = room_free_spots_y[i]; |
581 | *ky = room_free_spots_y[i]; |
576 | } |
582 | } |
577 | |
583 | |
578 | /* deallocate the temp. layout */ |
584 | /* deallocate the temp. layout */ |
… | |
… | |
646 | *cy = ly; |
652 | *cy = ly; |
647 | return; |
653 | return; |
648 | } |
654 | } |
649 | } |
655 | } |
650 | /* give up and return the closest free spot. */ |
656 | /* give up and return the closest free spot. */ |
651 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
657 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
652 | |
658 | |
653 | if (i != -1) |
659 | if (i != -1) |
654 | { |
660 | { |
655 | *cx = x + freearr_x[i]; |
661 | *cx = x + freearr_x[i]; |
656 | *cy = y + freearr_y[i]; |
662 | *cy = y + freearr_y[i]; |
… | |
… | |
686 | it'll remove any monsters it finds.*/ |
692 | it'll remove any monsters it finds.*/ |
687 | object ** |
693 | object ** |
688 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
689 | { |
695 | { |
690 | int i; |
696 | int i; |
691 | char *doors[2]; |
697 | const char *doors[2]; |
692 | object **doorlist; |
698 | object **doorlist; |
693 | int ndoors_made = 0; |
699 | int ndoors_made = 0; |
694 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
700 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
695 | |
701 | |
696 | /* this is a list we pick from, for horizontal and vertical doors */ |
702 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
734 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
740 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
735 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
736 | return tmp; |
742 | return tmp; |
737 | return NULL; |
743 | return NULL; |
738 | } |
744 | } |
739 | |
|
|
740 | |
745 | |
741 | /* the workhorse routine, which finds the doors in a room */ |
746 | /* the workhorse routine, which finds the doors in a room */ |
742 | void |
747 | void |
743 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
748 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
744 | { |
749 | { |
… | |
… | |
759 | layout[x][y] = 1; |
764 | layout[x][y] = 1; |
760 | door = door_in_square (map, x, y); |
765 | door = door_in_square (map, x, y); |
761 | if (door) |
766 | if (door) |
762 | { |
767 | { |
763 | doorlist[*ndoors] = door; |
768 | doorlist[*ndoors] = door; |
|
|
769 | |
764 | if (*ndoors > 1022) /* eek! out of memory */ |
770 | if (*ndoors > 1022) /* eek! out of memory */ |
765 | { |
771 | { |
766 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
772 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
767 | return; |
773 | return; |
768 | } |
774 | } |
… | |
… | |
771 | } |
777 | } |
772 | } |
778 | } |
773 | else |
779 | else |
774 | { |
780 | { |
775 | layout[x][y] = 1; |
781 | layout[x][y] = 1; |
|
|
782 | |
776 | /* now search all the 8 squares around recursively for free spots,in random order */ |
783 | /* now search all the 8 squares around recursively for free spots,in random order */ |
777 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
784 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
778 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
785 | find_doors_in_room_recursive (layout, map, |
|
|
786 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
787 | doorlist, ndoors, RP); |
779 | } |
788 | } |
780 | } |
789 | } |
781 | |
790 | |
782 | /* find a random non-blocked spot in this room to drop a key. */ |
791 | /* find a random non-blocked spot in this room to drop a key. */ |
783 | object ** |
792 | object ** |
784 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
793 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
785 | { |
794 | { |
786 | char **layout2; |
|
|
787 | object **doorlist; |
|
|
788 | int i, j; |
795 | int i, j; |
789 | int ndoors = 0; |
796 | int ndoors = 0; |
790 | |
797 | |
791 | doorlist = (object **) calloc (sizeof (int), 1024); |
798 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
792 | |
799 | |
793 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
800 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
|
|
801 | layout2.clear (); |
|
|
802 | |
794 | /* allocate and copy the layout, converting C to 0. */ |
803 | /* allocate and copy the layout, converting C to 0. */ |
795 | for (i = 0; i < RP->Xsize; i++) |
804 | for (i = 0; i < RP->Xsize; i++) |
796 | { |
|
|
797 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
798 | for (j = 0; j < RP->Ysize; j++) |
805 | for (j = 0; j < RP->Ysize; j++) |
799 | { |
806 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
800 | if (wall_blocked (map, i, j)) |
|
|
801 | layout2[i][j] = '#'; |
|
|
802 | } |
|
|
803 | } |
|
|
804 | |
807 | |
805 | /* setup num_free_spots and room_free_spots */ |
808 | /* setup num_free_spots and room_free_spots */ |
806 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
809 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
807 | |
810 | |
808 | /* deallocate the temp. layout */ |
|
|
809 | for (i = 0; i < RP->Xsize; i++) |
|
|
810 | free (layout2[i]); |
|
|
811 | |
|
|
812 | free (layout2); |
|
|
813 | return doorlist; |
811 | return doorlist; |
814 | } |
812 | } |
815 | |
|
|
816 | |
|
|
817 | |
813 | |
818 | /* locks and/or hides all the doors in doorlist, or does nothing if |
814 | /* locks and/or hides all the doors in doorlist, or does nothing if |
819 | opts doesn't say to lock/hide doors. */ |
815 | opts doesn't say to lock/hide doors. */ |
820 | |
|
|
821 | void |
816 | void |
822 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
817 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
823 | { |
818 | { |
824 | object *door; |
819 | object *door; |
825 | int i; |
820 | int i; |
… | |
… | |
828 | |
823 | |
829 | if (opts & DOORED) |
824 | if (opts & DOORED) |
830 | { |
825 | { |
831 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
826 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
832 | { |
827 | { |
833 | object *new_door = get_archetype ("locked_door1"); |
828 | object *new_door = get_archetype (shstr_locked_door1); |
834 | char keybuf[1024]; |
|
|
835 | |
829 | |
836 | door = doorlist[i]; |
830 | door = doorlist[i]; |
837 | new_door->face = door->face; |
831 | new_door->face = door->face; |
838 | new_door->x = door->x; |
832 | new_door->x = door->x; |
839 | new_door->y = door->y; |
833 | new_door->y = door->y; |
840 | door->remove (); |
834 | door->remove (); |
841 | door->destroy (); |
835 | door->destroy (); |
842 | doorlist[i] = new_door; |
836 | doorlist[i] = new_door; |
843 | insert_ob_in_map (new_door, map, NULL, 0); |
837 | insert_ob_in_map (new_door, map, NULL, 0); |
844 | sprintf (keybuf, "%d", (int) RANDOM ()); |
838 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
845 | new_door->slaying = keybuf; |
|
|
846 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
839 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
847 | } |
840 | } |
848 | } |
841 | } |
849 | |
842 | |
850 | /* change the faces of the doors and surrounding walls to hide them. */ |
843 | /* change the faces of the doors and surrounding walls to hide them. */ |
851 | if (opts & HIDDEN) |
844 | if (opts & HIDDEN) |
… | |
… | |
860 | { |
853 | { |
861 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
854 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
862 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
855 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
863 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
856 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
864 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
857 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
858 | |
865 | door->face = wallface->face; |
859 | door->face = wallface->face; |
|
|
860 | |
866 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
861 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
867 | wallface->remove (); |
862 | wallface->remove (); |
|
|
863 | |
868 | wallface->destroy (); |
864 | wallface->destroy (); |
869 | } |
865 | } |
870 | } |
866 | } |
871 | } |
867 | } |
872 | } |
868 | } |