1 | /* |
1 | /* |
2 | <<<<<<< treasure.C |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * CrossFire, A Multiplayer game |
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4 | * |
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5 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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6 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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7 | * Copyright (C) 1992 Frank Tore Johansen |
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8 | * |
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9 | * This program is free software; you can redistribute it and/or modify |
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10 | * it under the terms of the GNU General Public License as published by |
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11 | * the Free Software Foundation; either version 2 of the License, or |
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12 | * (at your option) any later version. |
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13 | * |
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14 | * This program is distributed in the hope that it will be useful, |
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15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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17 | * GNU General Public License for more details. |
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18 | * |
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19 | * You should have received a copy of the GNU General Public License |
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20 | * along with this program; if not, write to the Free Software |
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21 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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22 | * |
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23 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
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24 | */ |
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25 | ======= |
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26 | * CrossFire, A Multiplayer game for X-windows |
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27 | * |
3 | * |
28 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
29 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
30 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
31 | * |
7 | * |
32 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
33 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
34 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
35 | * (at your option) any later version. |
11 | * option) any later version. |
36 | * |
12 | * |
37 | * 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, |
38 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
39 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
40 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
41 | * |
17 | * |
42 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
43 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
44 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
45 | * |
21 | * |
46 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
47 | */ |
23 | */ |
48 | >>>>>>> 1.18 |
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49 | |
24 | |
50 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
51 | |
26 | |
52 | #include <global.h> |
27 | #include <global.h> |
53 | #include <random_map.h> |
28 | #include <random_map.h> |
… | |
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66 | #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 */ |
67 | |
42 | |
68 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
69 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
70 | |
45 | |
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46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
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47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
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48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
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49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
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50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
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51 | static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
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52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
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54 | static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); |
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55 | |
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56 | /* a macro to get a strongly centered random distribution, |
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57 | from 0 to x, centered at x/2 */ |
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58 | static int |
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59 | bc_random (int x) |
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60 | { |
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61 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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62 | } |
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63 | |
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64 | static object * |
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65 | gen_key (const shstr &keycode) |
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66 | { |
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67 | /* get a key and set its keycode */ |
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68 | object *key = archetype::get (shstr_key_random_map); |
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69 | key->slaying = keycode; |
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70 | return key; |
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71 | } |
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72 | |
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73 | /* places keys in the map, preferably in something alive. |
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74 | keycode is the key's code, |
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75 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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76 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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77 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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78 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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79 | |
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80 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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81 | sure a key is placed on both sides of the door. |
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82 | */ |
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83 | static int |
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84 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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85 | { |
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86 | int i, j; |
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87 | int kx = 0, ky = 0; |
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88 | object *the_keymaster; /* the monster that gets the key. */ |
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89 | object *the_key = gen_key (keycode); |
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90 | |
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91 | if (door_flag == PASS_DOORS) |
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92 | { |
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93 | int tries = 0; |
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94 | |
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95 | the_keymaster = 0; |
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96 | while (tries < 15 && !the_keymaster) |
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97 | { |
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98 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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99 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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100 | tries++; |
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101 | the_keymaster = find_closest_monster (map, i, j, RP); |
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102 | } |
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103 | |
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104 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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105 | if (!the_keymaster) |
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106 | { |
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107 | int freeindex; |
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108 | |
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109 | freeindex = -1; |
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110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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111 | { |
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112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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114 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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115 | } |
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116 | |
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117 | // can freeindex ever be < 0? |
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118 | if (freeindex >= 0) |
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119 | { |
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120 | kx += freearr_x [freeindex]; |
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121 | ky += freearr_y [freeindex]; |
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122 | } |
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123 | } |
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124 | } |
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125 | else |
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126 | { /* NO_PASS_DOORS --we have to work harder. */ |
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127 | /* don't try to keyplace if we're sitting on a blocked square and |
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128 | NO_PASS_DOORS is set. */ |
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129 | if (n_keys == 1) |
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130 | { |
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131 | if (wall_blocked (map, x, y)) |
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132 | { |
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133 | the_key->destroy (); |
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134 | return 0; |
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135 | } |
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136 | |
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137 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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139 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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140 | } |
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141 | else |
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142 | { |
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143 | int sum = 0; /* count how many keys we actually place */ |
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144 | |
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145 | /* I'm lazy, so just try to place in all 4 directions. */ |
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146 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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147 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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148 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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149 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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150 | |
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151 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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152 | { /* diagonally this time. */ |
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153 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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157 | } |
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158 | |
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159 | the_key->destroy (); |
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160 | return 1; |
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161 | } |
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162 | } |
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163 | |
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164 | if (the_keymaster) |
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165 | the_keymaster->head_ ()->insert (the_key); |
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166 | else |
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167 | { |
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168 | the_key->x = kx; |
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169 | the_key->y = ky; |
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170 | insert_ob_in_map (the_key, map, NULL, 0); |
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171 | } |
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172 | |
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173 | return 1; |
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174 | } |
71 | |
175 | |
72 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
176 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
73 | * and doors but not monsters. |
177 | * and doors but not monsters. |
74 | * This function is not map tile aware. |
178 | * This function is not map tile aware. |
75 | */ |
179 | */ |
… | |
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77 | wall_blocked (maptile *m, int x, int y) |
181 | wall_blocked (maptile *m, int x, int y) |
78 | { |
182 | { |
79 | if (OUT_OF_REAL_MAP (m, x, y)) |
183 | if (OUT_OF_REAL_MAP (m, x, y)) |
80 | return 1; |
184 | return 1; |
81 | |
185 | |
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186 | m->at (x, y).update (); |
82 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
187 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
83 | return r; |
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84 | } |
188 | } |
85 | |
189 | |
86 | /* place treasures in the map, given the |
190 | /* place treasures in the map, given the |
87 | map, (required) |
191 | map, (required) |
88 | layout, (required) |
192 | layout, (required) |
89 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
193 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
90 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
91 | */ |
195 | */ |
92 | void |
196 | void |
93 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
197 | place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP) |
94 | { |
198 | { |
95 | char styledirname[1024]; |
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96 | char stylefilepath[1024]; |
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97 | maptile *style_map = 0; |
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98 | int num_treasures; |
199 | int num_treasures; |
99 | |
200 | |
100 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
101 | if (treasure_style) |
202 | if (treasure_style) |
102 | if (!strcmp (treasure_style, "none")) |
203 | if (!strcmp (treasure_style, "none")) |
103 | return; |
204 | return; |
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205 | |
104 | if (treasureoptions <= 0) |
206 | if (treasureoptions <= 0) |
105 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
207 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
106 | |
208 | |
107 | /* filter out the mutually exclusive options */ |
209 | /* filter out the mutually exclusive options */ |
108 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
210 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
109 | { |
211 | { |
110 | if (RANDOM () % 2) |
212 | if (rmg_rndm (2)) |
111 | treasureoptions -= 1; |
213 | treasureoptions -= 1; |
112 | else |
214 | else |
113 | treasureoptions -= 2; |
215 | treasureoptions -= 2; |
114 | } |
216 | } |
115 | |
217 | |
116 | /* pick the number of treasures */ |
218 | /* pick the number of treasures */ |
117 | if (treasureoptions & SPARSE) |
219 | if (treasureoptions & SPARSE) |
118 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
220 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
119 | else if (treasureoptions & RICH) |
221 | else if (treasureoptions & RICH) |
120 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
222 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
121 | else |
223 | else |
122 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
224 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
123 | |
225 | |
124 | if (num_treasures <= 0) |
226 | if (num_treasures <= 0) |
125 | return; |
227 | return; |
126 | |
228 | |
127 | /* get the style map */ |
229 | /* get the style map */ |
128 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
230 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
129 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
231 | |
130 | style_map = find_style (styledirname, treasure_style, -1); |
232 | if (!style_map) |
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233 | { |
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234 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
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235 | return; |
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236 | } |
131 | |
237 | |
132 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
133 | if (treasureoptions & CONCENTRATED) |
239 | if (treasureoptions & CONCENTRATED) |
134 | { |
240 | { |
135 | |
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136 | /* map_layout_style global, and is previously set */ |
241 | /* map_layout_style global, and is previously set */ |
137 | switch (RP->map_layout_style) |
242 | switch (RP->map_layout_style) |
138 | { |
243 | { |
139 | case LAYOUT_ONION: |
244 | case LAYOUT_ONION: |
140 | case LAYOUT_SPIRAL: |
245 | case LAYOUT_SPIRAL: |
… | |
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148 | for (j = 0; j < RP->Ysize; j++) |
253 | for (j = 0; j < RP->Ysize; j++) |
149 | { |
254 | { |
150 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
255 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
151 | { |
256 | { |
152 | int tdiv = RP->symmetry_used; |
257 | int tdiv = RP->symmetry_used; |
153 | object **doorlist; |
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154 | object *chest; |
258 | object *chest; |
155 | |
259 | |
156 | if (tdiv == 3) |
260 | if (tdiv == 3) |
157 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
261 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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262 | |
158 | /* don't put a chest on an exit. */ |
263 | /* don't put a chest on an exit. */ |
159 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
264 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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265 | |
160 | if (!chest) |
266 | if (!chest) |
161 | continue; /* if no chest was placed NEXT */ |
267 | continue; /* if no chest was placed NEXT */ |
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268 | |
162 | if (treasureoptions & (DOORED | HIDDEN)) |
269 | if (treasureoptions & (DOORED | HIDDEN)) |
163 | { |
270 | { |
164 | doorlist = find_doors_in_room (map, i, j, RP); |
271 | object **doorlist = find_doors_in_room (map, i, j, RP); |
165 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
272 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
166 | free (doorlist); |
273 | free (doorlist); |
167 | } |
274 | } |
168 | } |
275 | } |
169 | } |
276 | } |
170 | } |
277 | } |
171 | break; |
278 | break; |
172 | } |
279 | } |
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280 | |
173 | default: |
281 | default: |
174 | { |
282 | { |
175 | int i, j, tries; |
283 | int i, j, tries; |
176 | object *chest; |
284 | object *chest; |
177 | object **doorlist; |
285 | object **doorlist; |
178 | |
286 | |
179 | i = j = -1; |
287 | i = j = -1; |
180 | tries = 0; |
288 | tries = 0; |
181 | while (i == -1 && tries < 100) |
289 | while (i == -1 && tries < 100) |
182 | { |
290 | { |
183 | i = RANDOM () % (RP->Xsize - 2) + 1; |
291 | i = rmg_rndm (RP->Xsize - 2) + 1; |
184 | j = RANDOM () % (RP->Ysize - 2) + 1; |
292 | j = rmg_rndm (RP->Ysize - 2) + 1; |
185 | find_enclosed_spot (map, &i, &j, RP); |
293 | find_enclosed_spot (map, &i, &j, RP); |
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294 | |
186 | if (wall_blocked (map, i, j)) |
295 | if (wall_blocked (map, i, j)) |
187 | i = -1; |
296 | i = -1; |
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297 | |
188 | tries++; |
298 | tries++; |
189 | } |
299 | } |
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300 | |
190 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
301 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
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302 | |
191 | if (!chest) |
303 | if (!chest) |
192 | return; |
304 | return; |
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305 | |
193 | i = chest->x; |
306 | i = chest->x; |
194 | j = chest->y; |
307 | j = chest->y; |
195 | if (treasureoptions & (DOORED | HIDDEN)) |
308 | if (treasureoptions & (DOORED | HIDDEN)) |
196 | { |
309 | { |
197 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
310 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
205 | { /* DIFFUSE treasure layout */ |
318 | { /* DIFFUSE treasure layout */ |
206 | int ti, i, j; |
319 | int ti, i, j; |
207 | |
320 | |
208 | for (ti = 0; ti < num_treasures; ti++) |
321 | for (ti = 0; ti < num_treasures; ti++) |
209 | { |
322 | { |
210 | i = RANDOM () % (RP->Xsize - 2) + 1; |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
211 | j = RANDOM () % (RP->Ysize - 2) + 1; |
324 | j = rmg_rndm (RP->Ysize - 2) + 1; |
212 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
325 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
213 | } |
326 | } |
214 | } |
327 | } |
215 | } |
328 | } |
216 | |
329 | |
217 | /* put a chest into the map, near x and y, with the treasure style |
330 | /* put a chest into the map, near x and y, with the treasure style |
218 | determined (may be null, or may be a treasure list from lib/treasures, |
331 | determined (may be null, or may be a treasure list from lib/treasures, |
219 | if the global variable "treasurestyle" is set to that treasure list's name */ |
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
220 | |
333 | static object * |
221 | object * |
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222 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
223 | { |
335 | { |
224 | object *the_chest; |
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|
225 | int i, xl, yl; |
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|
226 | |
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|
227 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
228 | |
337 | |
229 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
230 | i = find_first_free_spot (the_chest, map, x, y); |
339 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
231 | if (i == -1) |
340 | if (i == -1) |
232 | { |
341 | { |
233 | the_chest->destroy (); |
342 | the_chest->destroy (); |
234 | return NULL; |
343 | return NULL; |
235 | } |
344 | } |
236 | |
345 | |
237 | xl = x + freearr_x[i]; |
346 | int xl = x + freearr_x[i]; |
238 | yl = y + freearr_y[i]; |
347 | int yl = y + freearr_y[i]; |
239 | |
348 | |
240 | /* if the placement is blocked, return a fail. */ |
349 | /* if the placement is blocked, return a fail. */ |
241 | if (wall_blocked (map, xl, yl)) |
350 | if (wall_blocked (map, xl, yl)) |
242 | return 0; |
351 | return 0; |
243 | |
352 | |
… | |
… | |
250 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
359 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
251 | |
360 | |
252 | if (tlist != NULL) |
361 | if (tlist != NULL) |
253 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
254 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
255 | object *new_treasure = pick_random_object (style_map); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
256 | |
365 | |
257 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
258 | } |
367 | } |
259 | else |
368 | else |
260 | { /* use the style map */ |
369 | { /* use the style map */ |
261 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
262 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
263 | } |
372 | } |
264 | #endif |
373 | #endif |
265 | { /* neither style_map no treasure list given */ |
374 | { /* neither style_map no treasure list given */ |
266 | treasurelist *tlist = find_treasurelist ("chest"); |
375 | treasurelist *tlist = treasurelist::find ("chest"); |
267 | |
376 | |
268 | the_chest->randomitems = tlist; |
377 | the_chest->randomitems = tlist; |
269 | the_chest->stats.hp = n_treasures; |
378 | the_chest->stats.hp = n_treasures; |
270 | } |
379 | } |
271 | |
380 | |
272 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
273 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
274 | { |
383 | { |
275 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
276 | object *the_trap; |
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|
277 | |
385 | |
278 | if (trap_map) |
386 | if (trap_map) |
279 | { |
387 | { |
280 | the_trap = pick_random_object (trap_map); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
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|
389 | |
281 | the_trap->stats.Cha = 10 + RP->difficulty; |
390 | the_trap->stats.Cha = 10 + RP->difficulty; |
282 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
391 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
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|
392 | |
283 | if (the_trap) |
393 | if (the_trap) |
284 | { |
394 | { |
285 | object *new_trap; |
395 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
286 | |
396 | |
287 | new_trap = arch_to_object (the_trap->arch); |
|
|
288 | new_trap->copy_to (the_trap); |
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|
289 | new_trap->x = x; |
397 | new_trap->x = x; |
290 | new_trap->y = y; |
398 | new_trap->y = y; |
291 | insert_ob_in_ob (new_trap, the_chest); |
399 | insert_ob_in_ob (new_trap, the_chest); |
292 | } |
400 | } |
293 | } |
401 | } |
294 | } |
402 | } |
295 | |
403 | |
296 | /* set the chest lock code, and call the keyplacer routine with |
404 | /* set the chest lock code, and call the keyplacer routine with |
297 | the lockcode. It's not worth bothering to lock the chest if |
405 | the lockcode. It's not worth bothering to lock the chest if |
298 | there's only 1 treasure.... */ |
406 | there's only 1 treasure.... */ |
299 | |
|
|
300 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
301 | { |
408 | { |
302 | char keybuf[1024]; |
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
303 | |
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304 | sprintf (keybuf, "%d", (int) RANDOM ()); |
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305 | the_chest->slaying = keybuf; |
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306 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
307 | } |
411 | } |
308 | |
412 | |
309 | /* actually place the chest. */ |
413 | /* actually place the chest. */ |
310 | the_chest->x = xl; |
414 | the_chest->x = xl; |
311 | the_chest->y = yl; |
415 | the_chest->y = yl; |
312 | insert_ob_in_map (the_chest, map, NULL, 0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
313 | return the_chest; |
417 | return the_chest; |
314 | } |
418 | } |
315 | |
419 | |
316 | |
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|
317 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
318 | or walls */ |
421 | static object * |
319 | object * |
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320 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
422 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
321 | { |
423 | { |
322 | int i; |
424 | int i; |
323 | |
425 | |
324 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
332 | /* don't bother searching this square unless the map says life exists. */ |
434 | /* don't bother searching this square unless the map says life exists. */ |
333 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
334 | { |
436 | { |
335 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
336 | |
438 | |
337 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
439 | for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above); |
338 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
440 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
339 | return the_monster; |
441 | return the_monster; |
340 | } |
442 | } |
341 | } |
443 | } |
342 | return NULL; |
444 | return NULL; |
343 | } |
445 | } |
344 | |
446 | |
345 | |
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346 | |
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347 | /* places keys in the map, preferably in something alive. |
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348 | keycode is the key's code, |
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349 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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350 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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351 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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352 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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353 | |
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354 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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355 | sure a key is placed on both sides of the door. |
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356 | */ |
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357 | int |
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358 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
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359 | { |
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360 | int i, j; |
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361 | int kx = 0, ky = 0; |
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362 | object *the_keymaster; /* the monster that gets the key. */ |
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363 | object *the_key; |
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364 | |
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365 | /* get a key and set its keycode */ |
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366 | the_key = get_archetype ("key2"); |
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367 | the_key->slaying = keycode; |
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368 | |
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369 | if (door_flag == PASS_DOORS) |
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370 | { |
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371 | int tries = 0; |
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372 | |
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373 | the_keymaster = 0; |
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374 | while (tries < 15 && !the_keymaster) |
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375 | { |
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376 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
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377 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
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378 | tries++; |
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379 | the_keymaster = find_closest_monster (map, i, j, RP); |
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380 | } |
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381 | |
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382 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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383 | if (!the_keymaster) |
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384 | { |
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385 | int freeindex; |
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386 | |
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387 | freeindex = -1; |
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388 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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389 | { |
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390 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
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391 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
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392 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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393 | } |
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394 | |
|
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395 | // can freeindex ever be < 0? |
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396 | if (freeindex >= 0) |
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397 | { |
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398 | kx += freearr_x [freeindex]; |
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399 | ky += freearr_y [freeindex]; |
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400 | } |
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401 | } |
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402 | } |
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403 | else |
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404 | { /* NO_PASS_DOORS --we have to work harder. */ |
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405 | /* don't try to keyplace if we're sitting on a blocked square and |
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406 | NO_PASS_DOORS is set. */ |
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407 | if (n_keys == 1) |
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408 | { |
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409 | if (wall_blocked (map, x, y)) |
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410 | return 0; |
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411 | |
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412 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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413 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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414 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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415 | } |
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416 | else |
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417 | { |
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418 | int sum = 0; /* count how many keys we actually place */ |
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419 | |
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420 | /* I'm lazy, so just try to place in all 4 directions. */ |
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421 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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422 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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423 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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424 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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425 | |
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426 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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427 | { /* diagonally this time. */ |
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428 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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429 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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430 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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431 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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432 | } |
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433 | |
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434 | return 1; |
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435 | } |
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436 | } |
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437 | |
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438 | if (!the_keymaster) |
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439 | { |
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440 | the_key->x = kx; |
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441 | the_key->y = ky; |
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442 | insert_ob_in_map (the_key, map, NULL, 0); |
|
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443 | return 1; |
|
|
444 | } |
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445 | |
|
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446 | insert_ob_in_ob (the_key, the_keymaster); |
|
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447 | return 1; |
|
|
448 | } |
|
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449 | |
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450 | |
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451 | |
|
|
452 | /* both find_monster_in_room routines need to have access to this. */ |
447 | /* both find_monster_in_room routines need to have access to this. */ |
453 | |
448 | |
454 | object *theMonsterToFind; |
449 | static object *theMonsterToFind; |
455 | |
450 | |
456 | /* a recursive routine which will return a monster, eventually,if there is one. |
451 | /* a recursive routine which will return a monster, eventually,if there is one. |
457 | it does a check-off on the layout, converting 0's to 1's */ |
452 | it does a check-off on the layout, converting 0's to 1's */ |
458 | |
453 | static object * |
459 | object * |
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460 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
454 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
461 | { |
455 | { |
462 | int i, j; |
456 | int i, j; |
463 | |
457 | |
464 | /* if we've found a monster already, leave */ |
458 | /* if we've found a monster already, leave */ |
… | |
… | |
479 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
480 | { |
474 | { |
481 | object *the_monster = GET_MAP_OB (map, x, y); |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
482 | |
476 | |
483 | /* check off this point */ |
477 | /* check off this point */ |
484 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
478 | for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
485 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
479 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
486 | { |
480 | { |
487 | theMonsterToFind = the_monster; |
481 | theMonsterToFind = the_monster; |
488 | return theMonsterToFind; |
482 | return theMonsterToFind; |
489 | } |
483 | } |
490 | } |
484 | } |
491 | |
485 | |
492 | /* now search all the 8 squares around recursively for a monster,in random order */ |
486 | /* now search all the 8 squares around recursively for a monster,in random order */ |
493 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
487 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
494 | { |
488 | { |
495 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
489 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
496 | if (theMonsterToFind != NULL) |
490 | if (theMonsterToFind != NULL) |
497 | return theMonsterToFind; |
491 | return theMonsterToFind; |
498 | } |
492 | } |
|
|
493 | |
499 | return theMonsterToFind; |
494 | return theMonsterToFind; |
500 | } |
495 | } |
501 | |
|
|
502 | |
496 | |
503 | /* sets up some data structures: the _recursive form does the |
497 | /* sets up some data structures: the _recursive form does the |
504 | real work. */ |
498 | real work. */ |
505 | |
499 | static object * |
506 | object * |
|
|
507 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
500 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
508 | { |
501 | { |
509 | char **layout2; |
502 | Layout layout2 (map->width, map->height); |
510 | int i, j; |
503 | |
|
|
504 | // find walls |
|
|
505 | for (int i = 0; i < layout2.w; i++) |
|
|
506 | for (int j = 0; j < layout2.h; j++) |
|
|
507 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
511 | |
508 | |
512 | theMonsterToFind = 0; |
509 | theMonsterToFind = 0; |
513 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
514 | /* allocate and copy the layout, converting C to 0. */ |
|
|
515 | for (i = 0; i < RP->Xsize; i++) |
|
|
516 | { |
|
|
517 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
518 | for (j = 0; j < RP->Ysize; j++) |
|
|
519 | { |
|
|
520 | if (wall_blocked (map, i, j)) |
|
|
521 | layout2[i][j] = '#'; |
|
|
522 | } |
|
|
523 | } |
|
|
524 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
525 | |
511 | |
526 | /* deallocate the temp. layout */ |
|
|
527 | for (i = 0; i < RP->Xsize; i++) |
|
|
528 | { |
|
|
529 | free (layout2[i]); |
|
|
530 | } |
|
|
531 | free (layout2); |
|
|
532 | |
|
|
533 | return theMonsterToFind; |
512 | return theMonsterToFind; |
534 | } |
513 | } |
535 | |
514 | |
536 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
515 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
537 | int *room_free_spots_x; |
516 | static int *room_free_spots_x; |
538 | int *room_free_spots_y; |
517 | static int *room_free_spots_y; |
539 | int number_of_free_spots_in_room; |
518 | static int number_of_free_spots_in_room; |
540 | |
519 | |
541 | /* the workhorse routine, which finds the free spots in a room: |
520 | /* the workhorse routine, which finds the free spots in a room: |
542 | a datastructure of free points is set up, and a position chosen from |
521 | a datastructure of free points is set up, and a position chosen from |
543 | that datastructure. */ |
522 | that datastructure. */ |
544 | void |
523 | static void |
545 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
524 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
546 | { |
525 | { |
547 | int i, j; |
526 | int i, j; |
548 | |
527 | |
549 | /* bounds check x and y */ |
528 | /* bounds check x and y */ |
… | |
… | |
561 | room_free_spots_x[number_of_free_spots_in_room] = x; |
540 | room_free_spots_x[number_of_free_spots_in_room] = x; |
562 | room_free_spots_y[number_of_free_spots_in_room] = y; |
541 | room_free_spots_y[number_of_free_spots_in_room] = y; |
563 | number_of_free_spots_in_room++; |
542 | number_of_free_spots_in_room++; |
564 | |
543 | |
565 | /* now search all the 8 squares around recursively for free spots,in random order */ |
544 | /* now search all the 8 squares around recursively for free spots,in random order */ |
566 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
545 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
567 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
546 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
568 | |
547 | |
569 | } |
548 | } |
570 | |
549 | |
571 | /* find a random non-blocked spot in this room to drop a key. */ |
550 | /* find a random non-blocked spot in this room to drop a key. */ |
572 | void |
551 | static void |
573 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
552 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
574 | { |
553 | { |
575 | char **layout2; |
554 | char **layout2; |
576 | int i, j; |
555 | int i, j; |
577 | |
556 | |
… | |
… | |
592 | /* setup num_free_spots and room_free_spots */ |
571 | /* setup num_free_spots and room_free_spots */ |
593 | find_spot_in_room_recursive (layout2, x, y, RP); |
572 | find_spot_in_room_recursive (layout2, x, y, RP); |
594 | |
573 | |
595 | if (number_of_free_spots_in_room > 0) |
574 | if (number_of_free_spots_in_room > 0) |
596 | { |
575 | { |
597 | i = RANDOM () % number_of_free_spots_in_room; |
576 | i = rmg_rndm (number_of_free_spots_in_room); |
598 | *kx = room_free_spots_x[i]; |
577 | *kx = room_free_spots_x[i]; |
599 | *ky = room_free_spots_y[i]; |
578 | *ky = room_free_spots_y[i]; |
600 | } |
579 | } |
601 | |
580 | |
602 | /* deallocate the temp. layout */ |
581 | /* deallocate the temp. layout */ |
… | |
… | |
610 | |
589 | |
611 | |
590 | |
612 | /* searches the map for a spot with walls around it. The more |
591 | /* searches the map for a spot with walls around it. The more |
613 | walls the better, but it'll settle for 1 wall, or even 0, but |
592 | walls the better, but it'll settle for 1 wall, or even 0, but |
614 | it'll return 0 if no FREE spots are found.*/ |
593 | it'll return 0 if no FREE spots are found.*/ |
615 | void |
594 | static void |
616 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
595 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
617 | { |
596 | { |
618 | int x, y; |
597 | int x, y; |
619 | int i; |
598 | int i; |
620 | |
599 | |
… | |
… | |
625 | { |
604 | { |
626 | int lx, ly, sindex; |
605 | int lx, ly, sindex; |
627 | |
606 | |
628 | lx = x + freearr_x[i]; |
607 | lx = x + freearr_x[i]; |
629 | ly = y + freearr_y[i]; |
608 | ly = y + freearr_y[i]; |
630 | sindex = surround_flag3 (map, lx, ly, RP); |
609 | sindex = surround_flag3 (map, lx, ly); |
631 | /* if it's blocked on 3 sides, it's enclosed */ |
610 | /* if it's blocked on 3 sides, it's enclosed */ |
632 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
611 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
633 | { |
612 | { |
634 | *cx = lx; |
613 | *cx = lx; |
635 | *cy = ly; |
614 | *cy = ly; |
… | |
… | |
643 | { |
622 | { |
644 | int lx, ly, sindex; |
623 | int lx, ly, sindex; |
645 | |
624 | |
646 | lx = x + freearr_x[i]; |
625 | lx = x + freearr_x[i]; |
647 | ly = y + freearr_y[i]; |
626 | ly = y + freearr_y[i]; |
648 | sindex = surround_flag3 (map, lx, ly, RP); |
627 | sindex = surround_flag3 (map, lx, ly); |
649 | /* if it's blocked on 3 sides, it's enclosed */ |
628 | /* if it's blocked on 3 sides, it's enclosed */ |
650 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
629 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
651 | { |
630 | { |
652 | *cx = lx; |
631 | *cx = lx; |
653 | *cy = ly; |
632 | *cy = ly; |
… | |
… | |
660 | { |
639 | { |
661 | int lx, ly, sindex; |
640 | int lx, ly, sindex; |
662 | |
641 | |
663 | lx = x + freearr_x[i]; |
642 | lx = x + freearr_x[i]; |
664 | ly = y + freearr_y[i]; |
643 | ly = y + freearr_y[i]; |
665 | sindex = surround_flag3 (map, lx, ly, RP); |
644 | sindex = surround_flag3 (map, lx, ly); |
666 | /* if it's blocked on 3 sides, it's enclosed */ |
645 | /* if it's blocked on 3 sides, it's enclosed */ |
667 | if (sindex) |
646 | if (sindex) |
668 | { |
647 | { |
669 | *cx = lx; |
648 | *cx = lx; |
670 | *cy = ly; |
649 | *cy = ly; |
671 | return; |
650 | return; |
672 | } |
651 | } |
673 | } |
652 | } |
674 | /* give up and return the closest free spot. */ |
653 | /* give up and return the closest free spot. */ |
675 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
654 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
676 | |
655 | |
677 | if (i != -1) |
656 | if (i != -1) |
678 | { |
657 | { |
679 | *cx = x + freearr_x[i]; |
658 | *cx = x + freearr_x[i]; |
680 | *cy = y + freearr_y[i]; |
659 | *cy = y + freearr_y[i]; |
… | |
… | |
685 | *cx = -1; |
664 | *cx = -1; |
686 | *cy = -1; |
665 | *cy = -1; |
687 | } |
666 | } |
688 | } |
667 | } |
689 | |
668 | |
690 | |
669 | static void |
691 | void |
|
|
692 | remove_monsters (int x, int y, maptile *map) |
670 | remove_monsters (int x, int y, maptile *map) |
693 | { |
671 | { |
694 | object *tmp; |
672 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
695 | |
|
|
696 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
|
|
697 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
698 | { |
673 | { |
699 | if (tmp->head) |
674 | object *next = tmp->above; |
700 | tmp = tmp->head; |
675 | |
701 | tmp->remove (); |
676 | if (tmp->flag [FLAG_ALIVE]) |
702 | tmp->destroy (); |
677 | tmp->head_ ()->destroy (); |
703 | tmp = GET_MAP_OB (map, x, y); |
678 | |
704 | if (tmp == NULL) |
679 | tmp = next; |
705 | break; |
|
|
706 | }; |
680 | } |
707 | } |
681 | } |
708 | |
|
|
709 | |
682 | |
710 | /* surrounds the point x,y by doors, so as to enclose something, like |
683 | /* surrounds the point x,y by doors, so as to enclose something, like |
711 | a chest. It only goes as far as the 8 squares surrounding, and |
684 | a chest. It only goes as far as the 8 squares surrounding, and |
712 | it'll remove any monsters it finds.*/ |
685 | it'll remove any monsters it finds.*/ |
713 | |
686 | static object ** |
714 | object ** |
|
|
715 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
687 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
716 | { |
688 | { |
717 | int i; |
689 | int i; |
718 | char *doors[2]; |
690 | const char *doors[2]; |
719 | object **doorlist; |
691 | object **doorlist; |
720 | int ndoors_made = 0; |
692 | int ndoors_made = 0; |
721 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
693 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
722 | |
694 | |
723 | /* this is a list we pick from, for horizontal and vertical doors */ |
695 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
735 | /* place doors in all the 8 adjacent unblocked squares. */ |
707 | /* place doors in all the 8 adjacent unblocked squares. */ |
736 | for (i = 1; i < 9; i++) |
708 | for (i = 1; i < 9; i++) |
737 | { |
709 | { |
738 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
710 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
739 | |
711 | |
740 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
712 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
741 | { /* place a door */ |
713 | { /* place a door */ |
|
|
714 | remove_monsters (x1, y1, map); |
|
|
715 | |
742 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
716 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
743 | |
717 | map->insert (new_door, x1, y1); |
744 | new_door->x = x + freearr_x[i]; |
|
|
745 | new_door->y = y + freearr_y[i]; |
|
|
746 | remove_monsters (new_door->x, new_door->y, map); |
|
|
747 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
748 | doorlist[ndoors_made] = new_door; |
718 | doorlist[ndoors_made] = new_door; |
749 | ndoors_made++; |
719 | ndoors_made++; |
750 | } |
720 | } |
751 | } |
721 | } |
|
|
722 | |
752 | return doorlist; |
723 | return doorlist; |
753 | } |
724 | } |
754 | |
725 | |
755 | |
|
|
756 | /* returns the first door in this square, or NULL if there isn't a door. */ |
726 | /* returns the first door in this square, or NULL if there isn't a door. */ |
757 | object * |
727 | static object * |
758 | door_in_square (maptile *map, int x, int y) |
728 | door_in_square (maptile *map, int x, int y) |
759 | { |
729 | { |
760 | object *tmp; |
|
|
761 | |
|
|
762 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
730 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
763 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
731 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
764 | return tmp; |
732 | return tmp; |
|
|
733 | |
765 | return NULL; |
734 | return NULL; |
766 | } |
735 | } |
767 | |
736 | |
768 | |
|
|
769 | /* the workhorse routine, which finds the doors in a room */ |
737 | /* the workhorse routine, which finds the doors in a room */ |
770 | void |
738 | static void |
771 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
739 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
772 | { |
740 | { |
773 | int i, j; |
741 | int i, j; |
774 | object *door; |
742 | object *door; |
775 | |
743 | |
… | |
… | |
787 | layout[x][y] = 1; |
755 | layout[x][y] = 1; |
788 | door = door_in_square (map, x, y); |
756 | door = door_in_square (map, x, y); |
789 | if (door) |
757 | if (door) |
790 | { |
758 | { |
791 | doorlist[*ndoors] = door; |
759 | doorlist[*ndoors] = door; |
|
|
760 | |
792 | if (*ndoors > 1022) /* eek! out of memory */ |
761 | if (*ndoors > 1022) /* eek! out of memory */ |
793 | { |
762 | { |
794 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
763 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
795 | return; |
764 | return; |
796 | } |
765 | } |
… | |
… | |
799 | } |
768 | } |
800 | } |
769 | } |
801 | else |
770 | else |
802 | { |
771 | { |
803 | layout[x][y] = 1; |
772 | layout[x][y] = 1; |
|
|
773 | |
804 | /* now search all the 8 squares around recursively for free spots,in random order */ |
774 | /* now search all the 8 squares around recursively for free spots,in random order */ |
805 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
775 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
806 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
776 | find_doors_in_room_recursive (layout, map, |
|
|
777 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
778 | doorlist, ndoors, RP); |
807 | } |
779 | } |
808 | } |
780 | } |
809 | |
781 | |
810 | /* find a random non-blocked spot in this room to drop a key. */ |
782 | /* find a random non-blocked spot in this room to drop a key. */ |
811 | object ** |
783 | static object ** |
812 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
784 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
813 | { |
785 | { |
814 | char **layout2; |
|
|
815 | object **doorlist; |
|
|
816 | int i, j; |
786 | int i, j; |
817 | int ndoors = 0; |
787 | int ndoors = 0; |
818 | |
788 | |
819 | doorlist = (object **) calloc (sizeof (int), 1024); |
789 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
820 | |
790 | |
821 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
791 | Layout layout2 (RP->Xsize, RP->Ysize); |
|
|
792 | layout2.clear (); |
|
|
793 | |
822 | /* allocate and copy the layout, converting C to 0. */ |
794 | /* allocate and copy the layout, converting C to 0. */ |
823 | for (i = 0; i < RP->Xsize; i++) |
795 | for (i = 0; i < RP->Xsize; i++) |
824 | { |
|
|
825 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
826 | for (j = 0; j < RP->Ysize; j++) |
796 | for (j = 0; j < RP->Ysize; j++) |
827 | { |
797 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
828 | if (wall_blocked (map, i, j)) |
|
|
829 | layout2[i][j] = '#'; |
|
|
830 | } |
|
|
831 | } |
|
|
832 | |
798 | |
833 | /* setup num_free_spots and room_free_spots */ |
799 | /* setup num_free_spots and room_free_spots */ |
834 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
800 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
835 | |
801 | |
836 | /* deallocate the temp. layout */ |
|
|
837 | for (i = 0; i < RP->Xsize; i++) |
|
|
838 | free (layout2[i]); |
|
|
839 | |
|
|
840 | free (layout2); |
|
|
841 | return doorlist; |
802 | return doorlist; |
842 | } |
803 | } |
843 | |
|
|
844 | |
|
|
845 | |
804 | |
846 | /* locks and/or hides all the doors in doorlist, or does nothing if |
805 | /* locks and/or hides all the doors in doorlist, or does nothing if |
847 | opts doesn't say to lock/hide doors. */ |
806 | opts doesn't say to lock/hide doors. */ |
848 | |
807 | static void |
849 | void |
|
|
850 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
808 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
851 | { |
809 | { |
852 | object *door; |
810 | object *door; |
853 | int i; |
811 | int i; |
854 | |
812 | |
855 | /* lock the doors and hide the keys. */ |
813 | /* lock the doors and hide the keys. */ |
856 | |
814 | |
857 | if (opts & DOORED) |
815 | if (opts & DOORED) |
858 | { |
816 | { |
859 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
817 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
860 | { |
818 | { |
861 | object *new_door = get_archetype ("locked_door1"); |
819 | object *new_door = get_archetype (shstr_locked_door1); |
862 | char keybuf[1024]; |
|
|
863 | |
820 | |
864 | door = doorlist[i]; |
821 | door = doorlist[i]; |
865 | new_door->face = door->face; |
822 | new_door->face = door->face; |
866 | new_door->x = door->x; |
823 | new_door->x = door->x; |
867 | new_door->y = door->y; |
824 | new_door->y = door->y; |
868 | door->remove (); |
|
|
869 | door->destroy (); |
825 | door->destroy (); |
870 | doorlist[i] = new_door; |
826 | doorlist[i] = new_door; |
871 | insert_ob_in_map (new_door, map, NULL, 0); |
827 | insert_ob_in_map (new_door, map, NULL, 0); |
872 | sprintf (keybuf, "%d", (int) RANDOM ()); |
828 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
873 | new_door->slaying = keybuf; |
|
|
874 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
829 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
875 | } |
830 | } |
876 | } |
831 | } |
877 | |
832 | |
878 | /* change the faces of the doors and surrounding walls to hide them. */ |
833 | /* change the faces of the doors and surrounding walls to hide them. */ |
879 | if (opts & HIDDEN) |
834 | if (opts & HIDDEN) |
… | |
… | |
888 | { |
843 | { |
889 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
844 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
890 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
845 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
891 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
846 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
892 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
847 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
848 | |
893 | door->face = wallface->face; |
849 | door->face = wallface->face; |
894 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
850 | |
895 | wallface->remove (); |
|
|
896 | wallface->destroy (); |
851 | wallface->destroy (); |
897 | } |
852 | } |
898 | } |
853 | } |
899 | } |
854 | } |
900 | } |
855 | } |