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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* placing treasure in maps, where appropriate. */ |
26 | /* placing treasure in maps, where appropriate. */ |
26 | |
27 | |
27 | #include <global.h> |
28 | #include <global.h> |
28 | #include <random_map.h> |
29 | #include <rmg.h> |
29 | #include <rproto.h> |
30 | #include <rproto.h> |
30 | |
31 | |
31 | /* some defines for various options which can be set. */ |
32 | /* some defines for various options which can be set. */ |
32 | |
33 | |
33 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
34 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
… | |
… | |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | |
43 | |
43 | #define NO_PASS_DOORS 0 |
44 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
45 | #define PASS_DOORS 1 |
45 | |
46 | |
46 | static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
47 | static object *find_closest_monster (maptile *map, int x, int y); |
47 | static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
48 | static object *find_monster_in_room (maptile *map, int x, int y); |
48 | static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP); |
|
|
49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); |
49 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky); |
50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
50 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
51 | static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
51 | static object **find_doors_in_room (maptile *map, int x, int y); |
52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
52 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
53 | static void find_enclosed_spot (maptile *map, int *cx, int *cy); |
54 | static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); |
54 | static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); |
55 | |
55 | |
56 | /* a macro to get a strongly centered random distribution, |
56 | /* a macro to get a strongly centered random distribution, |
57 | from 0 to x, centered at x/2 */ |
57 | from 0 to x, centered at x/2 */ |
58 | static int |
58 | static int |
59 | bc_random (int x) |
59 | bc_random (int x) |
… | |
… | |
68 | object *key = archetype::get (shstr_key_random_map); |
68 | object *key = archetype::get (shstr_key_random_map); |
69 | key->slaying = keycode; |
69 | key->slaying = keycode; |
70 | return key; |
70 | return key; |
71 | } |
71 | } |
72 | |
72 | |
73 | /* places keys in the map, preferably in something alive. |
73 | /* places keys in the map, preferably in something alive. |
74 | keycode is the key's code, |
74 | keycode is the key's code, |
75 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
75 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
76 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
76 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
77 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
77 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
78 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
78 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
79 | |
79 | |
80 | The idea is that you call keyplace on x,y where a door is, and it'll make |
80 | The idea is that you call keyplace on x,y where a door is, and it'll make |
81 | sure a key is placed on both sides of the door. |
81 | sure a key is placed on both sides of the door. |
82 | */ |
82 | */ |
83 | static int |
83 | static int |
84 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
84 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) |
85 | { |
85 | { |
86 | int i, j; |
86 | int i, j; |
87 | int kx = 0, ky = 0; |
87 | int kx = 0, ky = 0; |
88 | object *the_keymaster; /* the monster that gets the key. */ |
88 | object *the_keymaster; /* the monster that gets the key. */ |
89 | object *the_key = gen_key (keycode); |
89 | object *the_key = gen_key (keycode); |
… | |
… | |
93 | int tries = 0; |
93 | int tries = 0; |
94 | |
94 | |
95 | the_keymaster = 0; |
95 | the_keymaster = 0; |
96 | while (tries < 15 && !the_keymaster) |
96 | while (tries < 15 && !the_keymaster) |
97 | { |
97 | { |
98 | i = rmg_rndm (RP->Xsize - 2) + 1; |
98 | i = rmg_rndm (map->width - 2) + 1; |
99 | j = rmg_rndm (RP->Ysize - 2) + 1; |
99 | j = rmg_rndm (map->height - 2) + 1; |
100 | tries++; |
100 | tries++; |
101 | the_keymaster = find_closest_monster (map, i, j, RP); |
101 | the_keymaster = find_closest_monster (map, i, j); |
102 | } |
102 | } |
103 | |
103 | |
104 | /* if we don't find a good keymaster, drop the key on the ground. */ |
104 | /* if we don't find a good keymaster, drop the key on the ground. */ |
105 | if (!the_keymaster) |
105 | if (!the_keymaster) |
106 | { |
106 | { |
107 | int freeindex; |
107 | int freeindex; |
108 | |
108 | |
109 | freeindex = -1; |
109 | freeindex = -1; |
110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
110 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
111 | { |
111 | { |
112 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
112 | kx = rmg_rndm (map->width - 2) + 1; |
113 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
113 | ky = rmg_rndm (map->height - 2) + 1; |
114 | freeindex = rmg_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); |
115 | } |
115 | } |
116 | |
116 | |
117 | // can freeindex ever be < 0? |
117 | // can freeindex ever be < 0? |
118 | if (freeindex >= 0) |
118 | if (freeindex >= 0) |
119 | { |
119 | { |
120 | kx += freearr_x [freeindex]; |
120 | kx += DIRX (freeindex); |
121 | ky += freearr_y [freeindex]; |
121 | ky += DIRY (freeindex); |
122 | } |
122 | } |
123 | } |
123 | } |
124 | } |
124 | } |
125 | else |
125 | else |
126 | { /* NO_PASS_DOORS --we have to work harder. */ |
126 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
132 | { |
132 | { |
133 | the_key->destroy (); |
133 | the_key->destroy (); |
134 | return 0; |
134 | return 0; |
135 | } |
135 | } |
136 | |
136 | |
137 | the_keymaster = find_monster_in_room (map, x, y, RP); |
137 | the_keymaster = find_monster_in_room (map, x, y); |
138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
138 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
139 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
139 | find_spot_in_room (map, x, y, &kx, &ky); |
140 | } |
140 | } |
141 | else |
141 | else |
142 | { |
142 | { |
143 | int sum = 0; /* count how many keys we actually place */ |
143 | int sum = 0; /* count how many keys we actually place */ |
144 | |
144 | |
145 | /* I'm lazy, so just try to place in all 4 directions. */ |
145 | /* I'm lazy, so just try to place in all 4 directions. */ |
146 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
146 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); |
147 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
147 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); |
148 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
148 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); |
149 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
149 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); |
150 | |
150 | |
151 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
151 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
152 | { /* diagonally this time. */ |
152 | { /* diagonally this time. */ |
153 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
153 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); |
154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
154 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); |
155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
155 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); |
156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
156 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); |
157 | } |
157 | } |
158 | |
158 | |
159 | the_key->destroy (); |
159 | the_key->destroy (); |
160 | return 1; |
160 | return 1; |
161 | } |
161 | } |
… | |
… | |
185 | |
185 | |
186 | m->at (x, y).update (); |
186 | m->at (x, y).update (); |
187 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
187 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
188 | } |
188 | } |
189 | |
189 | |
190 | /* place treasures in the map, given the |
190 | /* place treasures in the map, given the |
191 | map, (required) |
191 | map, (required) |
192 | layout, (required) |
192 | maze, (required) |
193 | 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.) |
194 | treasureoptions (may be 0 for random choices or positive) |
194 | treasureoptions (may be 0 for random choices or positive) |
195 | */ |
195 | */ |
196 | void |
196 | void |
197 | place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP) |
197 | place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) |
198 | { |
198 | { |
199 | int num_treasures; |
199 | int num_treasures; |
200 | |
200 | |
201 | /* bail out if treasure isn't wanted. */ |
201 | /* bail out if treasure isn't wanted. */ |
202 | if (treasure_style) |
202 | if (treasure_style) |
… | |
… | |
250 | /* search the onion for C's or '>', and put treasure there. */ |
250 | /* search the onion for C's or '>', and put treasure there. */ |
251 | for (i = 0; i < RP->Xsize; i++) |
251 | for (i = 0; i < RP->Xsize; i++) |
252 | { |
252 | { |
253 | for (j = 0; j < RP->Ysize; j++) |
253 | for (j = 0; j < RP->Ysize; j++) |
254 | { |
254 | { |
255 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
255 | if (maze[i][j] == 'C' || maze[i][j] == '>') |
256 | { |
256 | { |
257 | int tdiv = RP->symmetry_used; |
257 | int tdiv = RP->symmetry_used; |
258 | object *chest; |
258 | object *chest; |
259 | |
259 | |
260 | if (tdiv == 3) |
260 | if (tdiv == 3) |
… | |
… | |
266 | if (!chest) |
266 | if (!chest) |
267 | continue; /* if no chest was placed NEXT */ |
267 | continue; /* if no chest was placed NEXT */ |
268 | |
268 | |
269 | if (treasureoptions & (DOORED | HIDDEN)) |
269 | if (treasureoptions & (DOORED | HIDDEN)) |
270 | { |
270 | { |
271 | object **doorlist = find_doors_in_room (map, i, j, RP); |
271 | object **doorlist = find_doors_in_room (map, i, j); |
272 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
272 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
273 | free (doorlist); |
273 | free (doorlist); |
274 | } |
274 | } |
275 | } |
275 | } |
276 | } |
276 | } |
… | |
… | |
288 | tries = 0; |
288 | tries = 0; |
289 | while (i == -1 && tries < 100) |
289 | while (i == -1 && tries < 100) |
290 | { |
290 | { |
291 | i = rmg_rndm (RP->Xsize - 2) + 1; |
291 | i = rmg_rndm (RP->Xsize - 2) + 1; |
292 | j = rmg_rndm (RP->Ysize - 2) + 1; |
292 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
293 | |
293 | find_enclosed_spot (map, &i, &j, RP); |
294 | find_enclosed_spot (map, &i, &j); |
294 | |
295 | |
295 | if (wall_blocked (map, i, j)) |
296 | if (wall_blocked (map, i, j)) |
296 | i = -1; |
297 | i = -1; |
297 | |
298 | |
298 | tries++; |
299 | tries++; |
… | |
… | |
305 | |
306 | |
306 | i = chest->x; |
307 | i = chest->x; |
307 | j = chest->y; |
308 | j = chest->y; |
308 | if (treasureoptions & (DOORED | HIDDEN)) |
309 | if (treasureoptions & (DOORED | HIDDEN)) |
309 | { |
310 | { |
310 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
311 | doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
311 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
312 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
312 | free (doorlist); |
313 | free (doorlist); |
313 | } |
314 | } |
314 | } |
315 | } |
315 | } |
316 | } |
316 | } |
317 | } |
317 | else |
318 | else |
318 | { /* DIFFUSE treasure layout */ |
319 | { /* DIFFUSE treasure maze */ |
319 | int ti, i, j; |
320 | int ti, i, j; |
320 | |
321 | |
321 | for (ti = 0; ti < num_treasures; ti++) |
322 | for (ti = 0; ti < num_treasures; ti++) |
322 | { |
323 | { |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
324 | i = rmg_rndm (RP->Xsize - 2) + 1; |
… | |
… | |
341 | { |
342 | { |
342 | the_chest->destroy (); |
343 | the_chest->destroy (); |
343 | return NULL; |
344 | return NULL; |
344 | } |
345 | } |
345 | |
346 | |
346 | int xl = x + freearr_x[i]; |
347 | int xl = x + DIRX (i); |
347 | int yl = y + freearr_y[i]; |
348 | int yl = y + DIRY (i); |
348 | |
349 | |
349 | /* if the placement is blocked, return a fail. */ |
350 | /* if the placement is blocked, return a fail. */ |
350 | if (wall_blocked (map, xl, yl)) |
351 | if (wall_blocked (map, xl, yl)) |
351 | return 0; |
352 | return 0; |
352 | |
353 | |
… | |
… | |
405 | the lockcode. It's not worth bothering to lock the chest if |
406 | the lockcode. It's not worth bothering to lock the chest if |
406 | there's only 1 treasure.... */ |
407 | there's only 1 treasure.... */ |
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
408 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
408 | { |
409 | { |
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
410 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
411 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); |
411 | } |
412 | } |
412 | |
413 | |
413 | /* actually place the chest. */ |
414 | /* actually place the chest. */ |
414 | the_chest->x = xl; |
415 | the_chest->x = xl; |
415 | the_chest->y = yl; |
416 | the_chest->y = yl; |
… | |
… | |
417 | return the_chest; |
418 | return the_chest; |
418 | } |
419 | } |
419 | |
420 | |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
421 | /* finds the closest monster and returns him, regardless of doors or walls */ |
421 | static object * |
422 | static object * |
422 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
423 | find_closest_monster (maptile *map, int x, int y) |
423 | { |
424 | { |
424 | int i; |
425 | int i; |
425 | |
426 | |
426 | for (i = 0; i < SIZEOFFREE; i++) |
427 | for (i = 0; i < SIZEOFFREE; i++) |
427 | { |
428 | { |
428 | int lx, ly; |
429 | int lx, ly; |
429 | |
430 | |
430 | lx = x + freearr_x[i]; |
431 | lx = x + DIRX (i); |
431 | ly = y + freearr_y[i]; |
432 | ly = y + DIRY (i); |
432 | /* boundscheck */ |
433 | /* boundscheck */ |
433 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
434 | if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) |
434 | /* don't bother searching this square unless the map says life exists. */ |
435 | /* don't bother searching this square unless the map says life exists. */ |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
436 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
436 | { |
437 | { |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
438 | object *the_monster = GET_MAP_OB (map, lx, ly); |
438 | |
439 | |
439 | for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above); |
440 | for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) |
|
|
441 | ; |
|
|
442 | |
440 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
443 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
441 | return the_monster; |
444 | return the_monster; |
442 | } |
445 | } |
443 | } |
446 | } |
444 | return NULL; |
447 | return NULL; |
… | |
… | |
447 | /* both find_monster_in_room routines need to have access to this. */ |
450 | /* both find_monster_in_room routines need to have access to this. */ |
448 | |
451 | |
449 | static object *theMonsterToFind; |
452 | static object *theMonsterToFind; |
450 | |
453 | |
451 | /* a recursive routine which will return a monster, eventually,if there is one. |
454 | /* a recursive routine which will return a monster, eventually,if there is one. |
452 | it does a check-off on the layout, converting 0's to 1's */ |
455 | it does a check-off on the maze, converting 0's to 1's */ |
453 | static object * |
456 | static object * |
454 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
457 | find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) |
455 | { |
458 | { |
456 | int i, j; |
459 | int i, j; |
457 | |
460 | |
458 | /* if we've found a monster already, leave */ |
461 | /* if we've found a monster already, leave */ |
459 | if (theMonsterToFind != NULL) |
462 | if (theMonsterToFind != NULL) |
460 | return theMonsterToFind; |
463 | return theMonsterToFind; |
461 | |
464 | |
462 | /* bounds check x and y */ |
465 | /* bounds check x and y */ |
463 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
466 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
464 | return theMonsterToFind; |
467 | return theMonsterToFind; |
465 | |
468 | |
466 | /* if the square is blocked or searched already, leave */ |
469 | /* if the square is blocked or searched already, leave */ |
467 | if (layout[x][y] != 0) |
470 | if (maze[x][y] != 0) |
468 | return theMonsterToFind; /* might be NULL, that's fine. */ |
471 | return theMonsterToFind; /* might be NULL, that's fine. */ |
469 | |
472 | |
470 | /* check the current square for a monster. If there is one, |
473 | /* check the current square for a monster. If there is one, |
471 | set theMonsterToFind and return it. */ |
474 | set theMonsterToFind and return it. */ |
472 | layout[x][y] = 1; |
475 | maze[x][y] = 1; |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
476 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
474 | { |
477 | { |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
478 | object *the_monster = GET_MAP_OB (map, x, y); |
476 | |
479 | |
477 | /* check off this point */ |
480 | /* check off this point */ |
478 | for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
481 | for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
479 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
482 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
480 | { |
483 | { |
481 | theMonsterToFind = the_monster; |
484 | theMonsterToFind = the_monster; |
482 | return theMonsterToFind; |
485 | return theMonsterToFind; |
483 | } |
486 | } |
484 | } |
487 | } |
485 | |
488 | |
486 | /* now search all the 8 squares around recursively for a monster,in random order */ |
489 | /* now search all the 8 squares around recursively for a monster,in random order */ |
487 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
490 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
488 | { |
491 | { |
489 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
492 | theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); |
490 | if (theMonsterToFind != NULL) |
493 | if (theMonsterToFind) |
491 | return theMonsterToFind; |
494 | return theMonsterToFind; |
492 | } |
495 | } |
493 | |
496 | |
494 | return theMonsterToFind; |
497 | return theMonsterToFind; |
495 | } |
498 | } |
496 | |
499 | |
497 | /* sets up some data structures: the _recursive form does the |
500 | /* sets up some data structures: the _recursive form does the |
498 | real work. */ |
501 | real work. */ |
499 | static object * |
502 | static object * |
500 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
503 | find_monster_in_room (maptile *map, int x, int y) |
501 | { |
504 | { |
502 | Layout layout2 (map->width, map->height); |
505 | layout layout2 (map->width, map->height); |
503 | |
506 | |
504 | // find walls |
507 | // find walls |
505 | for (int i = 0; i < layout2.w; i++) |
508 | for (int i = 0; i < layout2.w; i++) |
506 | for (int j = 0; j < layout2.h; j++) |
509 | for (int j = 0; j < layout2.h; j++) |
507 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
510 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
508 | |
511 | |
509 | theMonsterToFind = 0; |
512 | theMonsterToFind = 0; |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
513 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); |
511 | |
514 | |
512 | return theMonsterToFind; |
515 | return theMonsterToFind; |
513 | } |
516 | } |
514 | |
|
|
515 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
|
|
516 | static int *room_free_spots_x; |
|
|
517 | static int *room_free_spots_y; |
|
|
518 | static int number_of_free_spots_in_room; |
|
|
519 | |
517 | |
520 | /* the workhorse routine, which finds the free spots in a room: |
518 | /* the workhorse routine, which finds the free spots in a room: |
521 | a datastructure of free points is set up, and a position chosen from |
519 | a datastructure of free points is set up, and a position chosen from |
522 | that datastructure. */ |
520 | that datastructure. */ |
523 | static void |
521 | static void |
524 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
522 | find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y) |
525 | { |
523 | { |
526 | int i, j; |
|
|
527 | |
|
|
528 | /* bounds check x and y */ |
524 | /* bounds check x and y */ |
529 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
525 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
530 | return; |
526 | return; |
531 | |
527 | |
532 | /* if the square is blocked or searched already, leave */ |
528 | /* if the square is blocked or searched already, leave */ |
533 | if (layout[x][y] != 0) |
529 | if (maze[x][y] != 0) |
534 | return; |
530 | return; |
535 | |
531 | |
536 | /* set the current square as checked, and add it to the list. |
532 | /* set the current square as checked, and add it to the list. |
537 | set theMonsterToFind and return it. */ |
533 | set theMonsterToFind and return it. */ |
538 | /* check off this point */ |
534 | /* check off this point */ |
539 | layout[x][y] = 1; |
535 | maze[x][y] = 1; |
540 | room_free_spots_x[number_of_free_spots_in_room] = x; |
536 | spots.push (point (x, y)); |
541 | room_free_spots_y[number_of_free_spots_in_room] = y; |
|
|
542 | number_of_free_spots_in_room++; |
|
|
543 | |
537 | |
544 | /* now search all the 8 squares around recursively for free spots,in random order */ |
538 | /* now search all the 8 squares around recursively for free spots,in random order */ |
545 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
539 | for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
546 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
540 | find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); |
547 | |
541 | |
548 | } |
542 | } |
549 | |
543 | |
550 | /* find a random non-blocked spot in this room to drop a key. */ |
544 | /* find a random non-blocked spot in this room to drop a key. */ |
551 | static void |
545 | static void |
552 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
546 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) |
553 | { |
547 | { |
554 | char **layout2; |
548 | fixed_stack<point> spots (map->width * map->height); |
555 | int i, j; |
|
|
556 | |
549 | |
557 | number_of_free_spots_in_room = 0; |
550 | layout layout2 (map->width, map->height); |
558 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
559 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
560 | |
551 | |
561 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
562 | /* allocate and copy the layout, converting C to 0. */ |
552 | /* allocate and copy the maze, converting C to 0. */ |
563 | for (i = 0; i < RP->Xsize; i++) |
553 | for (int i = 0; i < map->width; i++) |
564 | { |
554 | for (int j = 0; j < map->height; j++) |
565 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
555 | layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; |
566 | for (j = 0; j < RP->Ysize; j++) |
|
|
567 | if (wall_blocked (map, i, j)) |
|
|
568 | layout2[i][j] = '#'; |
|
|
569 | } |
|
|
570 | |
556 | |
571 | /* setup num_free_spots and room_free_spots */ |
557 | /* setup num_free_spots and room_free_spots */ |
572 | find_spot_in_room_recursive (layout2, x, y, RP); |
558 | find_spot_in_room_recursive (layout2, spots, x, y); |
573 | |
559 | |
574 | if (number_of_free_spots_in_room > 0) |
560 | if (spots.size) |
575 | { |
|
|
576 | i = rmg_rndm (number_of_free_spots_in_room); |
|
|
577 | *kx = room_free_spots_x[i]; |
|
|
578 | *ky = room_free_spots_y[i]; |
|
|
579 | } |
561 | { |
|
|
562 | point p = spots [rmg_rndm (spots.size)]; |
580 | |
563 | |
581 | /* deallocate the temp. layout */ |
564 | *kx = p.x; |
582 | for (i = 0; i < RP->Xsize; i++) |
565 | *ky = p.y; |
583 | free (layout2[i]); |
566 | } |
584 | |
|
|
585 | free (layout2); |
|
|
586 | free (room_free_spots_x); |
|
|
587 | free (room_free_spots_y); |
|
|
588 | } |
567 | } |
589 | |
|
|
590 | |
568 | |
591 | /* searches the map for a spot with walls around it. The more |
569 | /* searches the map for a spot with walls around it. The more |
592 | walls the better, but it'll settle for 1 wall, or even 0, but |
570 | walls the better, but it'll settle for 1 wall, or even 0, but |
593 | it'll return 0 if no FREE spots are found.*/ |
571 | it'll return 0 if no FREE spots are found.*/ |
594 | static void |
572 | static void |
595 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
573 | find_enclosed_spot (maptile *map, int *cx, int *cy) |
596 | { |
574 | { |
597 | int x, y; |
575 | int x, y; |
598 | int i; |
576 | int i; |
599 | |
577 | |
600 | x = *cx; |
578 | x = *cx; |
… | |
… | |
602 | |
580 | |
603 | for (i = 0; i <= SIZEOFFREE1; i++) |
581 | for (i = 0; i <= SIZEOFFREE1; i++) |
604 | { |
582 | { |
605 | int lx, ly, sindex; |
583 | int lx, ly, sindex; |
606 | |
584 | |
607 | lx = x + freearr_x[i]; |
585 | lx = x + DIRX (i); |
608 | ly = y + freearr_y[i]; |
586 | ly = y + DIRY (i); |
609 | sindex = surround_flag3 (map, lx, ly, RP); |
587 | sindex = surround_flag3 (map, lx, ly); |
610 | /* if it's blocked on 3 sides, it's enclosed */ |
588 | /* if it's blocked on 3 sides, it's enclosed */ |
611 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
589 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
612 | { |
590 | { |
613 | *cx = lx; |
591 | *cx = lx; |
614 | *cy = ly; |
592 | *cy = ly; |
… | |
… | |
620 | spots--try to find someplace which is 2x enclosed. */ |
598 | spots--try to find someplace which is 2x enclosed. */ |
621 | for (i = 0; i <= SIZEOFFREE1; i++) |
599 | for (i = 0; i <= SIZEOFFREE1; i++) |
622 | { |
600 | { |
623 | int lx, ly, sindex; |
601 | int lx, ly, sindex; |
624 | |
602 | |
625 | lx = x + freearr_x[i]; |
603 | lx = x + DIRX (i); |
626 | ly = y + freearr_y[i]; |
604 | ly = y + DIRY (i); |
627 | sindex = surround_flag3 (map, lx, ly, RP); |
605 | sindex = surround_flag3 (map, lx, ly); |
628 | /* if it's blocked on 3 sides, it's enclosed */ |
606 | /* if it's blocked on 3 sides, it's enclosed */ |
629 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
607 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
630 | { |
608 | { |
631 | *cx = lx; |
609 | *cx = lx; |
632 | *cy = ly; |
610 | *cy = ly; |
… | |
… | |
637 | /* settle for one surround point */ |
615 | /* settle for one surround point */ |
638 | for (i = 0; i <= SIZEOFFREE1; i++) |
616 | for (i = 0; i <= SIZEOFFREE1; i++) |
639 | { |
617 | { |
640 | int lx, ly, sindex; |
618 | int lx, ly, sindex; |
641 | |
619 | |
642 | lx = x + freearr_x[i]; |
620 | lx = x + DIRX (i); |
643 | ly = y + freearr_y[i]; |
621 | ly = y + DIRY (i); |
644 | sindex = surround_flag3 (map, lx, ly, RP); |
622 | sindex = surround_flag3 (map, lx, ly); |
645 | /* if it's blocked on 3 sides, it's enclosed */ |
623 | /* if it's blocked on 3 sides, it's enclosed */ |
646 | if (sindex) |
624 | if (sindex) |
647 | { |
625 | { |
648 | *cx = lx; |
626 | *cx = lx; |
649 | *cy = ly; |
627 | *cy = ly; |
… | |
… | |
653 | /* give up and return the closest free spot. */ |
631 | /* give up and return the closest free spot. */ |
654 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
632 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
655 | |
633 | |
656 | if (i != -1) |
634 | if (i != -1) |
657 | { |
635 | { |
658 | *cx = x + freearr_x[i]; |
636 | *cx = x + DIRX (i); |
659 | *cy = y + freearr_y[i]; |
637 | *cy = y + DIRY (i); |
660 | } |
638 | } |
661 | else |
639 | else |
662 | { |
640 | { |
663 | /* indicate failure */ |
641 | /* indicate failure */ |
664 | *cx = -1; |
642 | *cx = -1; |
… | |
… | |
682 | |
660 | |
683 | /* surrounds the point x,y by doors, so as to enclose something, like |
661 | /* surrounds the point x,y by doors, so as to enclose something, like |
684 | a chest. It only goes as far as the 8 squares surrounding, and |
662 | a chest. It only goes as far as the 8 squares surrounding, and |
685 | it'll remove any monsters it finds.*/ |
663 | it'll remove any monsters it finds.*/ |
686 | static object ** |
664 | static object ** |
687 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
665 | surround_by_doors (maptile *map, char **maze, int x, int y, int opts) |
688 | { |
666 | { |
689 | int i; |
667 | int i; |
690 | const char *doors[2]; |
668 | const char *doors[2]; |
691 | object **doorlist; |
669 | object **doorlist; |
692 | int ndoors_made = 0; |
670 | int ndoors_made = 0; |
… | |
… | |
705 | } |
683 | } |
706 | |
684 | |
707 | /* place doors in all the 8 adjacent unblocked squares. */ |
685 | /* place doors in all the 8 adjacent unblocked squares. */ |
708 | for (i = 1; i < 9; i++) |
686 | for (i = 1; i < 9; i++) |
709 | { |
687 | { |
710 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
688 | int x1 = x + DIRX (i), y1 = y + DIRY (i); |
711 | |
689 | |
712 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
690 | if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
713 | { /* place a door */ |
691 | { /* place a door */ |
714 | remove_monsters (x1, y1, map); |
692 | remove_monsters (x1, y1, map); |
715 | |
693 | |
716 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
694 | object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]); |
717 | map->insert (new_door, x1, y1); |
695 | map->insert (new_door, x1, y1); |
718 | doorlist[ndoors_made] = new_door; |
696 | doorlist[ndoors_made] = new_door; |
719 | ndoors_made++; |
697 | ndoors_made++; |
720 | } |
698 | } |
721 | } |
699 | } |
… | |
… | |
734 | return NULL; |
712 | return NULL; |
735 | } |
713 | } |
736 | |
714 | |
737 | /* the workhorse routine, which finds the doors in a room */ |
715 | /* the workhorse routine, which finds the doors in a room */ |
738 | static void |
716 | static void |
739 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
717 | find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) |
740 | { |
718 | { |
741 | int i, j; |
719 | int i, j; |
742 | object *door; |
720 | object *door; |
743 | |
721 | |
744 | /* bounds check x and y */ |
722 | /* bounds check x and y */ |
745 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
723 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
746 | return; |
724 | return; |
747 | |
725 | |
748 | /* if the square is blocked or searched already, leave */ |
726 | /* if the square is blocked or searched already, leave */ |
749 | if (layout[x][y] == 1) |
727 | if (maze[x][y] == 1) |
750 | return; |
728 | return; |
751 | |
729 | |
752 | /* check off this point */ |
730 | /* check off this point */ |
753 | if (layout[x][y] == '#') |
731 | if (maze[x][y] == '#') |
754 | { /* there could be a door here */ |
732 | { /* there could be a door here */ |
755 | layout[x][y] = 1; |
733 | maze[x][y] = 1; |
756 | door = door_in_square (map, x, y); |
734 | door = door_in_square (map, x, y); |
757 | if (door) |
735 | if (door) |
758 | { |
736 | { |
759 | doorlist[*ndoors] = door; |
737 | doorlist[*ndoors] = door; |
760 | |
738 | |
… | |
… | |
767 | *ndoors = *ndoors + 1; |
745 | *ndoors = *ndoors + 1; |
768 | } |
746 | } |
769 | } |
747 | } |
770 | else |
748 | else |
771 | { |
749 | { |
772 | layout[x][y] = 1; |
750 | maze[x][y] = 1; |
773 | |
751 | |
774 | /* now search all the 8 squares around recursively for free spots,in random order */ |
752 | /* now search all the 8 squares around recursively for free spots,in random order */ |
775 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
753 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
776 | find_doors_in_room_recursive (layout, map, |
754 | find_doors_in_room_recursive (maze, map, |
777 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
755 | x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1), |
778 | doorlist, ndoors, RP); |
756 | doorlist, ndoors); |
779 | } |
757 | } |
780 | } |
758 | } |
781 | |
759 | |
782 | /* find a random non-blocked spot in this room to drop a key. */ |
760 | /* find a random non-blocked spot in this room to drop a key. */ |
783 | static object ** |
761 | static object ** |
784 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
762 | find_doors_in_room (maptile *map, int x, int y) |
785 | { |
763 | { |
786 | int i, j; |
764 | int i, j; |
787 | int ndoors = 0; |
765 | int ndoors = 0; |
788 | |
766 | |
789 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
767 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
790 | |
768 | |
791 | Layout layout2 (RP->Xsize, RP->Ysize); |
769 | layout layout2 (map->width, map->height); |
792 | layout2.clear (); |
770 | layout2.clear (); |
793 | |
771 | |
794 | /* allocate and copy the layout, converting C to 0. */ |
772 | /* allocate and copy the maze, converting C to 0. */ |
795 | for (i = 0; i < RP->Xsize; i++) |
773 | for (i = 0; i < map->width; i++) |
796 | for (j = 0; j < RP->Ysize; j++) |
774 | for (j = 0; j < map->height; j++) |
797 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
775 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
798 | |
776 | |
799 | /* setup num_free_spots and room_free_spots */ |
777 | /* setup num_free_spots and room_free_spots */ |
800 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
778 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); |
801 | |
779 | |
802 | return doorlist; |
780 | return doorlist; |
803 | } |
781 | } |
804 | |
782 | |
805 | /* locks and/or hides all the doors in doorlist, or does nothing if |
783 | /* locks and/or hides all the doors in doorlist, or does nothing if |
… | |
… | |
814 | |
792 | |
815 | if (opts & DOORED) |
793 | if (opts & DOORED) |
816 | { |
794 | { |
817 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
795 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
818 | { |
796 | { |
819 | object *new_door = get_archetype (shstr_locked_door1); |
797 | object *new_door = archetype::get (shstr_locked_door1); |
820 | |
798 | |
821 | door = doorlist[i]; |
799 | door = doorlist[i]; |
822 | new_door->face = door->face; |
800 | new_door->face = door->face; |
823 | new_door->x = door->x; |
801 | new_door->x = door->x; |
824 | new_door->y = door->y; |
802 | new_door->y = door->y; |
825 | door->destroy (); |
803 | door->destroy (); |
826 | doorlist[i] = new_door; |
804 | doorlist[i] = new_door; |
827 | insert_ob_in_map (new_door, map, NULL, 0); |
805 | insert_ob_in_map (new_door, map, NULL, 0); |
828 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
806 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
829 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
807 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); |
830 | } |
808 | } |
831 | } |
809 | } |
832 | |
810 | |
833 | /* change the faces of the doors and surrounding walls to hide them. */ |
811 | /* change the faces of the doors and surrounding walls to hide them. */ |
834 | if (opts & HIDDEN) |
812 | if (opts & HIDDEN) |