1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
41 | #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 */ |
42 | |
42 | |
43 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
45 | |
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 **maze, 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 **maze, int x, int y, int opts); |
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55 | |
46 | /* a macro to get a strongly centered random distribution, |
56 | /* a macro to get a strongly centered random distribution, |
47 | from 0 to x, centered at x/2 */ |
57 | from 0 to x, centered at x/2 */ |
48 | static int |
58 | static int |
49 | bc_random (int x) |
59 | bc_random (int x) |
50 | { |
60 | { |
… | |
… | |
99 | freeindex = -1; |
109 | freeindex = -1; |
100 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
101 | { |
111 | { |
102 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
103 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
104 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
114 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
105 | } |
115 | } |
106 | |
116 | |
107 | // can freeindex ever be < 0? |
117 | // can freeindex ever be < 0? |
108 | if (freeindex >= 0) |
118 | if (freeindex >= 0) |
109 | { |
119 | { |
… | |
… | |
177 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
187 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
178 | } |
188 | } |
179 | |
189 | |
180 | /* place treasures in the map, given the |
190 | /* place treasures in the map, given the |
181 | map, (required) |
191 | map, (required) |
182 | layout, (required) |
192 | maze, (required) |
183 | 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.) |
184 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
185 | */ |
195 | */ |
186 | void |
196 | void |
187 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
197 | place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP) |
188 | { |
198 | { |
189 | char styledirname[1024]; |
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190 | char stylefilepath[1024]; |
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191 | maptile *style_map = 0; |
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192 | int num_treasures; |
199 | int num_treasures; |
193 | |
200 | |
194 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
195 | if (treasure_style) |
202 | if (treasure_style) |
196 | if (!strcmp (treasure_style, "none")) |
203 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
218 | |
225 | |
219 | if (num_treasures <= 0) |
226 | if (num_treasures <= 0) |
220 | return; |
227 | return; |
221 | |
228 | |
222 | /* get the style map */ |
229 | /* get the style map */ |
223 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
230 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
224 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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225 | style_map = find_style (styledirname, treasure_style, -1); |
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226 | |
231 | |
227 | if (!style_map) |
232 | if (!style_map) |
228 | { |
233 | { |
229 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
234 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
230 | return; |
235 | return; |
231 | } |
236 | } |
232 | |
237 | |
233 | /* all the treasure at one spot in the map. */ |
238 | /* all the treasure at one spot in the map. */ |
234 | if (treasureoptions & CONCENTRATED) |
239 | if (treasureoptions & CONCENTRATED) |
… | |
… | |
245 | /* search the onion for C's or '>', and put treasure there. */ |
250 | /* search the onion for C's or '>', and put treasure there. */ |
246 | for (i = 0; i < RP->Xsize; i++) |
251 | for (i = 0; i < RP->Xsize; i++) |
247 | { |
252 | { |
248 | for (j = 0; j < RP->Ysize; j++) |
253 | for (j = 0; j < RP->Ysize; j++) |
249 | { |
254 | { |
250 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
255 | if (maze[i][j] == 'C' || maze[i][j] == '>') |
251 | { |
256 | { |
252 | int tdiv = RP->symmetry_used; |
257 | int tdiv = RP->symmetry_used; |
253 | object *chest; |
258 | object *chest; |
254 | |
259 | |
255 | if (tdiv == 3) |
260 | if (tdiv == 3) |
… | |
… | |
300 | |
305 | |
301 | i = chest->x; |
306 | i = chest->x; |
302 | j = chest->y; |
307 | j = chest->y; |
303 | if (treasureoptions & (DOORED | HIDDEN)) |
308 | if (treasureoptions & (DOORED | HIDDEN)) |
304 | { |
309 | { |
305 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
310 | doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
306 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
311 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
307 | free (doorlist); |
312 | free (doorlist); |
308 | } |
313 | } |
309 | } |
314 | } |
310 | } |
315 | } |
311 | } |
316 | } |
312 | else |
317 | else |
313 | { /* DIFFUSE treasure layout */ |
318 | { /* DIFFUSE treasure maze */ |
314 | int ti, i, j; |
319 | int ti, i, j; |
315 | |
320 | |
316 | for (ti = 0; ti < num_treasures; ti++) |
321 | for (ti = 0; ti < num_treasures; ti++) |
317 | { |
322 | { |
318 | i = rmg_rndm (RP->Xsize - 2) + 1; |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
… | |
… | |
323 | } |
328 | } |
324 | |
329 | |
325 | /* 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 |
326 | 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, |
327 | 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 */ |
328 | object * |
333 | static object * |
329 | 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) |
330 | { |
335 | { |
331 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
332 | |
337 | |
333 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
… | |
… | |
356 | if (tlist != NULL) |
361 | if (tlist != NULL) |
357 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
358 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
359 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
360 | |
365 | |
361 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
362 | } |
367 | } |
363 | else |
368 | else |
364 | { /* use the style map */ |
369 | { /* use the style map */ |
365 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
366 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
… | |
… | |
374 | } |
379 | } |
375 | |
380 | |
376 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
377 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
378 | { |
383 | { |
379 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
380 | |
385 | |
381 | if (trap_map) |
386 | if (trap_map) |
382 | { |
387 | { |
383 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
384 | |
389 | |
… | |
… | |
410 | the_chest->y = yl; |
415 | the_chest->y = yl; |
411 | insert_ob_in_map (the_chest, map, NULL, 0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
412 | return the_chest; |
417 | return the_chest; |
413 | } |
418 | } |
414 | |
419 | |
415 | |
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416 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
417 | or walls */ |
421 | static object * |
418 | object * |
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419 | 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) |
420 | { |
423 | { |
421 | int i; |
424 | int i; |
422 | |
425 | |
423 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
… | |
… | |
431 | /* 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. */ |
432 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
433 | { |
436 | { |
434 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
435 | |
438 | |
436 | 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); |
437 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
440 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
438 | return the_monster; |
441 | return the_monster; |
439 | } |
442 | } |
440 | } |
443 | } |
441 | return NULL; |
444 | return NULL; |
442 | } |
445 | } |
443 | |
446 | |
444 | /* 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. */ |
445 | |
448 | |
446 | object *theMonsterToFind; |
449 | static object *theMonsterToFind; |
447 | |
450 | |
448 | /* 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. |
449 | it does a check-off on the layout, converting 0's to 1's */ |
452 | it does a check-off on the maze, converting 0's to 1's */ |
450 | |
453 | static object * |
451 | object * |
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452 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
454 | find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP) |
453 | { |
455 | { |
454 | int i, j; |
456 | int i, j; |
455 | |
457 | |
456 | /* if we've found a monster already, leave */ |
458 | /* if we've found a monster already, leave */ |
457 | if (theMonsterToFind != NULL) |
459 | if (theMonsterToFind != NULL) |
… | |
… | |
460 | /* bounds check x and y */ |
462 | /* bounds check x and y */ |
461 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
463 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
462 | return theMonsterToFind; |
464 | return theMonsterToFind; |
463 | |
465 | |
464 | /* if the square is blocked or searched already, leave */ |
466 | /* if the square is blocked or searched already, leave */ |
465 | if (layout[x][y] != 0) |
467 | if (maze[x][y] != 0) |
466 | return theMonsterToFind; /* might be NULL, that's fine. */ |
468 | return theMonsterToFind; /* might be NULL, that's fine. */ |
467 | |
469 | |
468 | /* check the current square for a monster. If there is one, |
470 | /* check the current square for a monster. If there is one, |
469 | set theMonsterToFind and return it. */ |
471 | set theMonsterToFind and return it. */ |
470 | layout[x][y] = 1; |
472 | maze[x][y] = 1; |
471 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
472 | { |
474 | { |
473 | object *the_monster = GET_MAP_OB (map, x, y); |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
474 | |
476 | |
475 | /* check off this point */ |
477 | /* check off this point */ |
476 | 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); |
477 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
479 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
478 | { |
480 | { |
479 | theMonsterToFind = the_monster; |
481 | theMonsterToFind = the_monster; |
480 | return theMonsterToFind; |
482 | return theMonsterToFind; |
481 | } |
483 | } |
482 | } |
484 | } |
483 | |
485 | |
484 | /* 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 */ |
485 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
487 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
486 | { |
488 | { |
487 | 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 (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
488 | if (theMonsterToFind != NULL) |
490 | if (theMonsterToFind != NULL) |
489 | return theMonsterToFind; |
491 | return theMonsterToFind; |
490 | } |
492 | } |
491 | |
493 | |
492 | return theMonsterToFind; |
494 | return theMonsterToFind; |
493 | } |
495 | } |
494 | |
496 | |
495 | /* sets up some data structures: the _recursive form does the |
497 | /* sets up some data structures: the _recursive form does the |
496 | real work. */ |
498 | real work. */ |
497 | object * |
499 | static object * |
498 | 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) |
499 | { |
501 | { |
500 | Layout layout2 (RP); |
502 | layout layout2 (map->width, map->height); |
501 | |
503 | |
502 | layout2->clear (); |
504 | // find walls |
503 | |
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504 | /* allocate and copy the layout, converting C to 0. */ |
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505 | for (int i = 0; i < layout2->w; i++) |
505 | for (int i = 0; i < layout2.w; i++) |
506 | for (int j = 0; j < layout2->h; j++) |
506 | for (int j = 0; j < layout2.h; j++) |
507 | if (wall_blocked (map, i, j)) |
507 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
508 | layout2[i][j] = '#'; |
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509 | |
508 | |
510 | theMonsterToFind = 0; |
509 | theMonsterToFind = 0; |
511 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 | |
511 | |
513 | layout2.free (); |
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514 | |
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515 | return theMonsterToFind; |
512 | return theMonsterToFind; |
516 | } |
513 | } |
517 | |
514 | |
518 | /* 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 */ |
519 | int *room_free_spots_x; |
516 | static int *room_free_spots_x; |
520 | int *room_free_spots_y; |
517 | static int *room_free_spots_y; |
521 | int number_of_free_spots_in_room; |
518 | static int number_of_free_spots_in_room; |
522 | |
519 | |
523 | /* the workhorse routine, which finds the free spots in a room: |
520 | /* the workhorse routine, which finds the free spots in a room: |
524 | 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 |
525 | that datastructure. */ |
522 | that datastructure. */ |
526 | void |
523 | static void |
527 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
524 | find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP) |
528 | { |
525 | { |
529 | int i, j; |
526 | int i, j; |
530 | |
527 | |
531 | /* bounds check x and y */ |
528 | /* bounds check x and y */ |
532 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
529 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
533 | return; |
530 | return; |
534 | |
531 | |
535 | /* if the square is blocked or searched already, leave */ |
532 | /* if the square is blocked or searched already, leave */ |
536 | if (layout[x][y] != 0) |
533 | if (maze[x][y] != 0) |
537 | return; |
534 | return; |
538 | |
535 | |
539 | /* set the current square as checked, and add it to the list. |
536 | /* set the current square as checked, and add it to the list. |
540 | set theMonsterToFind and return it. */ |
537 | set theMonsterToFind and return it. */ |
541 | /* check off this point */ |
538 | /* check off this point */ |
542 | layout[x][y] = 1; |
539 | maze[x][y] = 1; |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
540 | room_free_spots_x[number_of_free_spots_in_room] = x; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
541 | room_free_spots_y[number_of_free_spots_in_room] = y; |
545 | number_of_free_spots_in_room++; |
542 | number_of_free_spots_in_room++; |
546 | |
543 | |
547 | /* 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 */ |
548 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
545 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
549 | 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 (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
550 | |
547 | |
551 | } |
548 | } |
552 | |
549 | |
553 | /* 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. */ |
554 | void |
551 | static void |
555 | 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) |
556 | { |
553 | { |
557 | char **layout2; |
554 | char **layout2; |
558 | int i, j; |
555 | int i, j; |
559 | |
556 | |
560 | number_of_free_spots_in_room = 0; |
557 | number_of_free_spots_in_room = 0; |
561 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
558 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
562 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
559 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
563 | |
560 | |
564 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
561 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
565 | /* allocate and copy the layout, converting C to 0. */ |
562 | /* allocate and copy the maze, converting C to 0. */ |
566 | for (i = 0; i < RP->Xsize; i++) |
563 | for (i = 0; i < RP->Xsize; i++) |
567 | { |
564 | { |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
565 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 | for (j = 0; j < RP->Ysize; j++) |
566 | for (j = 0; j < RP->Ysize; j++) |
570 | if (wall_blocked (map, i, j)) |
567 | if (wall_blocked (map, i, j)) |
… | |
… | |
579 | i = rmg_rndm (number_of_free_spots_in_room); |
576 | i = rmg_rndm (number_of_free_spots_in_room); |
580 | *kx = room_free_spots_x[i]; |
577 | *kx = room_free_spots_x[i]; |
581 | *ky = room_free_spots_y[i]; |
578 | *ky = room_free_spots_y[i]; |
582 | } |
579 | } |
583 | |
580 | |
584 | /* deallocate the temp. layout */ |
581 | /* deallocate the temp. maze */ |
585 | for (i = 0; i < RP->Xsize; i++) |
582 | for (i = 0; i < RP->Xsize; i++) |
586 | free (layout2[i]); |
583 | free (layout2[i]); |
587 | |
584 | |
588 | free (layout2); |
585 | free (layout2); |
589 | free (room_free_spots_x); |
586 | free (room_free_spots_x); |
… | |
… | |
592 | |
589 | |
593 | |
590 | |
594 | /* 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 |
595 | 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 |
596 | it'll return 0 if no FREE spots are found.*/ |
593 | it'll return 0 if no FREE spots are found.*/ |
597 | void |
594 | static void |
598 | 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) |
599 | { |
596 | { |
600 | int x, y; |
597 | int x, y; |
601 | int i; |
598 | int i; |
602 | |
599 | |
… | |
… | |
607 | { |
604 | { |
608 | int lx, ly, sindex; |
605 | int lx, ly, sindex; |
609 | |
606 | |
610 | lx = x + freearr_x[i]; |
607 | lx = x + freearr_x[i]; |
611 | ly = y + freearr_y[i]; |
608 | ly = y + freearr_y[i]; |
612 | sindex = surround_flag3 (map, lx, ly, RP); |
609 | sindex = surround_flag3 (map, lx, ly); |
613 | /* if it's blocked on 3 sides, it's enclosed */ |
610 | /* if it's blocked on 3 sides, it's enclosed */ |
614 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
611 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
615 | { |
612 | { |
616 | *cx = lx; |
613 | *cx = lx; |
617 | *cy = ly; |
614 | *cy = ly; |
… | |
… | |
625 | { |
622 | { |
626 | int lx, ly, sindex; |
623 | int lx, ly, sindex; |
627 | |
624 | |
628 | lx = x + freearr_x[i]; |
625 | lx = x + freearr_x[i]; |
629 | ly = y + freearr_y[i]; |
626 | ly = y + freearr_y[i]; |
630 | sindex = surround_flag3 (map, lx, ly, RP); |
627 | sindex = surround_flag3 (map, lx, ly); |
631 | /* if it's blocked on 3 sides, it's enclosed */ |
628 | /* if it's blocked on 3 sides, it's enclosed */ |
632 | 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) |
633 | { |
630 | { |
634 | *cx = lx; |
631 | *cx = lx; |
635 | *cy = ly; |
632 | *cy = ly; |
… | |
… | |
642 | { |
639 | { |
643 | int lx, ly, sindex; |
640 | int lx, ly, sindex; |
644 | |
641 | |
645 | lx = x + freearr_x[i]; |
642 | lx = x + freearr_x[i]; |
646 | ly = y + freearr_y[i]; |
643 | ly = y + freearr_y[i]; |
647 | sindex = surround_flag3 (map, lx, ly, RP); |
644 | sindex = surround_flag3 (map, lx, ly); |
648 | /* if it's blocked on 3 sides, it's enclosed */ |
645 | /* if it's blocked on 3 sides, it's enclosed */ |
649 | if (sindex) |
646 | if (sindex) |
650 | { |
647 | { |
651 | *cx = lx; |
648 | *cx = lx; |
652 | *cy = ly; |
649 | *cy = ly; |
653 | return; |
650 | return; |
654 | } |
651 | } |
655 | } |
652 | } |
656 | /* give up and return the closest free spot. */ |
653 | /* give up and return the closest free spot. */ |
657 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
654 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
658 | |
655 | |
659 | if (i != -1) |
656 | if (i != -1) |
660 | { |
657 | { |
661 | *cx = x + freearr_x[i]; |
658 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
659 | *cy = y + freearr_y[i]; |
… | |
… | |
667 | *cx = -1; |
664 | *cx = -1; |
668 | *cy = -1; |
665 | *cy = -1; |
669 | } |
666 | } |
670 | } |
667 | } |
671 | |
668 | |
672 | void |
669 | static void |
673 | remove_monsters (int x, int y, maptile *map) |
670 | remove_monsters (int x, int y, maptile *map) |
674 | { |
671 | { |
675 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
672 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
676 | { |
673 | { |
677 | object *next = tmp->above; |
674 | object *next = tmp->above; |
… | |
… | |
684 | } |
681 | } |
685 | |
682 | |
686 | /* 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 |
687 | 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 |
688 | it'll remove any monsters it finds.*/ |
685 | it'll remove any monsters it finds.*/ |
689 | object ** |
686 | static object ** |
690 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
687 | surround_by_doors (maptile *map, char **maze, int x, int y, int opts) |
691 | { |
688 | { |
692 | int i; |
689 | int i; |
693 | const char *doors[2]; |
690 | const char *doors[2]; |
694 | object **doorlist; |
691 | object **doorlist; |
695 | int ndoors_made = 0; |
692 | int ndoors_made = 0; |
… | |
… | |
710 | /* place doors in all the 8 adjacent unblocked squares. */ |
707 | /* place doors in all the 8 adjacent unblocked squares. */ |
711 | for (i = 1; i < 9; i++) |
708 | for (i = 1; i < 9; i++) |
712 | { |
709 | { |
713 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
710 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
714 | |
711 | |
715 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
712 | if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
716 | { /* place a door */ |
713 | { /* place a door */ |
717 | remove_monsters (x1, y1, map); |
714 | remove_monsters (x1, y1, map); |
718 | |
715 | |
719 | 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]); |
720 | map->insert (new_door, x1, y1); |
717 | map->insert (new_door, x1, y1); |
… | |
… | |
724 | } |
721 | } |
725 | |
722 | |
726 | return doorlist; |
723 | return doorlist; |
727 | } |
724 | } |
728 | |
725 | |
729 | |
|
|
730 | /* 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. */ |
731 | object * |
727 | static object * |
732 | door_in_square (maptile *map, int x, int y) |
728 | door_in_square (maptile *map, int x, int y) |
733 | { |
729 | { |
734 | object *tmp; |
|
|
735 | |
|
|
736 | 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) |
737 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
731 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
738 | return tmp; |
732 | return tmp; |
|
|
733 | |
739 | return NULL; |
734 | return NULL; |
740 | } |
735 | } |
741 | |
736 | |
742 | /* the workhorse routine, which finds the doors in a room */ |
737 | /* the workhorse routine, which finds the doors in a room */ |
743 | void |
738 | static void |
744 | 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 **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
745 | { |
740 | { |
746 | int i, j; |
741 | int i, j; |
747 | object *door; |
742 | object *door; |
748 | |
743 | |
749 | /* bounds check x and y */ |
744 | /* bounds check x and y */ |
750 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
745 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
751 | return; |
746 | return; |
752 | |
747 | |
753 | /* if the square is blocked or searched already, leave */ |
748 | /* if the square is blocked or searched already, leave */ |
754 | if (layout[x][y] == 1) |
749 | if (maze[x][y] == 1) |
755 | return; |
750 | return; |
756 | |
751 | |
757 | /* check off this point */ |
752 | /* check off this point */ |
758 | if (layout[x][y] == '#') |
753 | if (maze[x][y] == '#') |
759 | { /* there could be a door here */ |
754 | { /* there could be a door here */ |
760 | layout[x][y] = 1; |
755 | maze[x][y] = 1; |
761 | door = door_in_square (map, x, y); |
756 | door = door_in_square (map, x, y); |
762 | if (door) |
757 | if (door) |
763 | { |
758 | { |
764 | doorlist[*ndoors] = door; |
759 | doorlist[*ndoors] = door; |
765 | |
760 | |
… | |
… | |
772 | *ndoors = *ndoors + 1; |
767 | *ndoors = *ndoors + 1; |
773 | } |
768 | } |
774 | } |
769 | } |
775 | else |
770 | else |
776 | { |
771 | { |
777 | layout[x][y] = 1; |
772 | maze[x][y] = 1; |
778 | |
773 | |
779 | /* 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 */ |
780 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
775 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
781 | find_doors_in_room_recursive (layout, map, |
776 | find_doors_in_room_recursive (maze, map, |
782 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
777 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
783 | doorlist, ndoors, RP); |
778 | doorlist, ndoors, RP); |
784 | } |
779 | } |
785 | } |
780 | } |
786 | |
781 | |
787 | /* 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. */ |
788 | object ** |
783 | static object ** |
789 | 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) |
790 | { |
785 | { |
791 | int i, j; |
786 | int i, j; |
792 | int ndoors = 0; |
787 | int ndoors = 0; |
793 | |
788 | |
794 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
789 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
795 | |
790 | |
796 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
791 | layout layout2 (RP->Xsize, RP->Ysize); |
797 | layout2.clear (); |
792 | layout2.clear (); |
798 | |
793 | |
799 | /* allocate and copy the layout, converting C to 0. */ |
794 | /* allocate and copy the maze, converting C to 0. */ |
800 | for (i = 0; i < RP->Xsize; i++) |
795 | for (i = 0; i < RP->Xsize; i++) |
801 | for (j = 0; j < RP->Ysize; j++) |
796 | for (j = 0; j < RP->Ysize; j++) |
802 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
797 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
803 | |
798 | |
804 | /* setup num_free_spots and room_free_spots */ |
799 | /* setup num_free_spots and room_free_spots */ |
… | |
… | |
807 | return doorlist; |
802 | return doorlist; |
808 | } |
803 | } |
809 | |
804 | |
810 | /* 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 |
811 | opts doesn't say to lock/hide doors. */ |
806 | opts doesn't say to lock/hide doors. */ |
812 | void |
807 | static void |
813 | 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) |
814 | { |
809 | { |
815 | object *door; |
810 | object *door; |
816 | int i; |
811 | int i; |
817 | |
812 | |