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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* placing treasure in maps, where appropriate. */ |
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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/* some defines for various options which can be set. */ |
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|
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#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
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#define HIDDEN 2 /* doors to treasure are hidden. */ |
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#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
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#define DOORED 8 /* treasure has doors around it. */ |
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#define TRAPPED 16 /* trap dropped in same location as chest. */ |
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#define SPARSE 32 /* 1/2 as much treasure as default */ |
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#define RICH 64 /* 2x as much treasure as default */ |
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#define FILLED 128 /* Fill/tile the entire map with treasure */ |
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#define LAST_OPTION 64 /* set this to the last real option, for random */ |
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|
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#define NO_PASS_DOORS 0 |
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#define PASS_DOORS 1 |
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|
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static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); |
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static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); |
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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); |
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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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static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); |
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static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); |
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static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); |
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|
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/* a macro to get a strongly centered random distribution, |
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from 0 to x, centered at x/2 */ |
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static int |
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bc_random (int x) |
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{ |
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return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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} |
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|
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static object * |
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gen_key (const shstr &keycode) |
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{ |
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/* get a key and set its keycode */ |
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object *key = archetype::get (shstr_key_random_map); |
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key->slaying = keycode; |
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return key; |
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} |
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|
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/* places keys in the map, preferably in something alive. |
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keycode is the key's code, |
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door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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|
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The idea is that you call keyplace on x,y where a door is, and it'll make |
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sure a key is placed on both sides of the door. |
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*/ |
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static int |
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keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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{ |
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int i, j; |
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int kx = 0, ky = 0; |
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object *the_keymaster; /* the monster that gets the key. */ |
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object *the_key = gen_key (keycode); |
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|
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if (door_flag == PASS_DOORS) |
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{ |
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int tries = 0; |
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|
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the_keymaster = 0; |
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while (tries < 15 && !the_keymaster) |
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{ |
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i = rmg_rndm (RP->Xsize - 2) + 1; |
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j = rmg_rndm (RP->Ysize - 2) + 1; |
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tries++; |
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the_keymaster = find_closest_monster (map, i, j, RP); |
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} |
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|
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/* if we don't find a good keymaster, drop the key on the ground. */ |
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if (!the_keymaster) |
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{ |
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int freeindex; |
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|
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freeindex = -1; |
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for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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{ |
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kx = rmg_rndm (RP->Xsize - 2) + 1; |
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ky = rmg_rndm (RP->Ysize - 2) + 1; |
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freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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} |
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|
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// can freeindex ever be < 0? |
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if (freeindex >= 0) |
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{ |
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kx += freearr_x [freeindex]; |
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ky += freearr_y [freeindex]; |
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} |
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} |
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} |
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else |
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{ /* NO_PASS_DOORS --we have to work harder. */ |
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/* don't try to keyplace if we're sitting on a blocked square and |
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NO_PASS_DOORS is set. */ |
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if (n_keys == 1) |
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{ |
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if (wall_blocked (map, x, y)) |
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{ |
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the_key->destroy (); |
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return 0; |
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} |
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|
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the_keymaster = find_monster_in_room (map, x, y, RP); |
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if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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find_spot_in_room (map, x, y, &kx, &ky, RP); |
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} |
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else |
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{ |
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int sum = 0; /* count how many keys we actually place */ |
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|
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/* I'm lazy, so just try to place in all 4 directions. */ |
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sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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|
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if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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{ /* diagonally this time. */ |
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keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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} |
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|
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the_key->destroy (); |
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return 1; |
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} |
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} |
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|
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if (the_keymaster) |
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the_keymaster->head_ ()->insert (the_key); |
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else |
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{ |
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the_key->x = kx; |
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the_key->y = ky; |
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insert_ob_in_map (the_key, map, NULL, 0); |
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} |
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|
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return 1; |
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} |
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|
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/* returns true if square x,y has P_NO_PASS set, which is true for walls |
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* and doors but not monsters. |
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* This function is not map tile aware. |
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*/ |
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int |
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wall_blocked (maptile *m, int x, int y) |
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{ |
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if (OUT_OF_REAL_MAP (m, x, y)) |
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return 1; |
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|
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m->at (x, y).update (); |
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return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
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} |
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|
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/* place treasures in the map, given the |
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map, (required) |
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layout, (required) |
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treasure style (may be empty or NULL, or "none" to cause no treasure.) |
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treasureoptions (may be 0 for random choices or positive) |
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*/ |
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void |
197 |
place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
198 |
{ |
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char styledirname[1024]; |
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char stylefilepath[1024]; |
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maptile *style_map = 0; |
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int num_treasures; |
203 |
|
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/* bail out if treasure isn't wanted. */ |
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if (treasure_style) |
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if (!strcmp (treasure_style, "none")) |
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return; |
208 |
|
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if (treasureoptions <= 0) |
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treasureoptions = rmg_rndm (2 * LAST_OPTION); |
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|
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/* filter out the mutually exclusive options */ |
213 |
if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
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{ |
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if (rmg_rndm (2)) |
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treasureoptions -= 1; |
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else |
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treasureoptions -= 2; |
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} |
220 |
|
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/* pick the number of treasures */ |
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if (treasureoptions & SPARSE) |
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num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
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else if (treasureoptions & RICH) |
225 |
num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
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else |
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num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
228 |
|
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if (num_treasures <= 0) |
230 |
return; |
231 |
|
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/* get the style map */ |
233 |
sprintf (styledirname, "%s", "/styles/treasurestyles"); |
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sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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style_map = find_style (styledirname, treasure_style, -1); |
236 |
|
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if (!style_map) |
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{ |
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LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
240 |
return; |
241 |
} |
242 |
|
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/* all the treasure at one spot in the map. */ |
244 |
if (treasureoptions & CONCENTRATED) |
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{ |
246 |
/* map_layout_style global, and is previously set */ |
247 |
switch (RP->map_layout_style) |
248 |
{ |
249 |
case LAYOUT_ONION: |
250 |
case LAYOUT_SPIRAL: |
251 |
case LAYOUT_SQUARE_SPIRAL: |
252 |
{ |
253 |
int i, j; |
254 |
|
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/* search the onion for C's or '>', and put treasure there. */ |
256 |
for (i = 0; i < RP->Xsize; i++) |
257 |
{ |
258 |
for (j = 0; j < RP->Ysize; j++) |
259 |
{ |
260 |
if (layout[i][j] == 'C' || layout[i][j] == '>') |
261 |
{ |
262 |
int tdiv = RP->symmetry_used; |
263 |
object *chest; |
264 |
|
265 |
if (tdiv == 3) |
266 |
tdiv = 2; /* this symmetry uses a divisor of 2 */ |
267 |
|
268 |
/* don't put a chest on an exit. */ |
269 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
270 |
|
271 |
if (!chest) |
272 |
continue; /* if no chest was placed NEXT */ |
273 |
|
274 |
if (treasureoptions & (DOORED | HIDDEN)) |
275 |
{ |
276 |
object **doorlist = find_doors_in_room (map, i, j, RP); |
277 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
278 |
free (doorlist); |
279 |
} |
280 |
} |
281 |
} |
282 |
} |
283 |
break; |
284 |
} |
285 |
|
286 |
default: |
287 |
{ |
288 |
int i, j, tries; |
289 |
object *chest; |
290 |
object **doorlist; |
291 |
|
292 |
i = j = -1; |
293 |
tries = 0; |
294 |
while (i == -1 && tries < 100) |
295 |
{ |
296 |
i = rmg_rndm (RP->Xsize - 2) + 1; |
297 |
j = rmg_rndm (RP->Ysize - 2) + 1; |
298 |
find_enclosed_spot (map, &i, &j, RP); |
299 |
|
300 |
if (wall_blocked (map, i, j)) |
301 |
i = -1; |
302 |
|
303 |
tries++; |
304 |
} |
305 |
|
306 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
307 |
|
308 |
if (!chest) |
309 |
return; |
310 |
|
311 |
i = chest->x; |
312 |
j = chest->y; |
313 |
if (treasureoptions & (DOORED | HIDDEN)) |
314 |
{ |
315 |
doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
316 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
317 |
free (doorlist); |
318 |
} |
319 |
} |
320 |
} |
321 |
} |
322 |
else |
323 |
{ /* DIFFUSE treasure layout */ |
324 |
int ti, i, j; |
325 |
|
326 |
for (ti = 0; ti < num_treasures; ti++) |
327 |
{ |
328 |
i = rmg_rndm (RP->Xsize - 2) + 1; |
329 |
j = rmg_rndm (RP->Ysize - 2) + 1; |
330 |
place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
331 |
} |
332 |
} |
333 |
} |
334 |
|
335 |
/* put a chest into the map, near x and y, with the treasure style |
336 |
determined (may be null, or may be a treasure list from lib/treasures, |
337 |
if the global variable "treasurestyle" is set to that treasure list's name */ |
338 |
object * |
339 |
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
340 |
{ |
341 |
object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
342 |
|
343 |
/* first, find a place to put the chest. */ |
344 |
int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
345 |
if (i == -1) |
346 |
{ |
347 |
the_chest->destroy (); |
348 |
return NULL; |
349 |
} |
350 |
|
351 |
int xl = x + freearr_x[i]; |
352 |
int yl = y + freearr_y[i]; |
353 |
|
354 |
/* if the placement is blocked, return a fail. */ |
355 |
if (wall_blocked (map, xl, yl)) |
356 |
return 0; |
357 |
|
358 |
/* put the treasures in the chest. */ |
359 |
/* if(style_map) { */ |
360 |
#if 0 /* don't use treasure style maps for now! */ |
361 |
int ti; |
362 |
|
363 |
/* if treasurestyle lists a treasure list, use it. */ |
364 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
365 |
|
366 |
if (tlist != NULL) |
367 |
for (ti = 0; ti < n_treasures; ti++) |
368 |
{ /* use the treasure list */ |
369 |
object *new_treasure = style_map->pick_random_object (rmg_rndm); |
370 |
|
371 |
insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
372 |
} |
373 |
else |
374 |
{ /* use the style map */ |
375 |
the_chest->randomitems = tlist; |
376 |
the_chest->stats.hp = n_treasures; |
377 |
} |
378 |
#endif |
379 |
{ /* neither style_map no treasure list given */ |
380 |
treasurelist *tlist = treasurelist::find ("chest"); |
381 |
|
382 |
the_chest->randomitems = tlist; |
383 |
the_chest->stats.hp = n_treasures; |
384 |
} |
385 |
|
386 |
/* stick a trap in the chest if required */ |
387 |
if (treasureoptions & TRAPPED) |
388 |
{ |
389 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
390 |
|
391 |
if (trap_map) |
392 |
{ |
393 |
object *the_trap = trap_map->pick_random_object (rmg_rndm); |
394 |
|
395 |
the_trap->stats.Cha = 10 + RP->difficulty; |
396 |
the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
397 |
|
398 |
if (the_trap) |
399 |
{ |
400 |
object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
401 |
|
402 |
new_trap->x = x; |
403 |
new_trap->y = y; |
404 |
insert_ob_in_ob (new_trap, the_chest); |
405 |
} |
406 |
} |
407 |
} |
408 |
|
409 |
/* set the chest lock code, and call the keyplacer routine with |
410 |
the lockcode. It's not worth bothering to lock the chest if |
411 |
there's only 1 treasure.... */ |
412 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
413 |
{ |
414 |
the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
415 |
keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
416 |
} |
417 |
|
418 |
/* actually place the chest. */ |
419 |
the_chest->x = xl; |
420 |
the_chest->y = yl; |
421 |
insert_ob_in_map (the_chest, map, NULL, 0); |
422 |
return the_chest; |
423 |
} |
424 |
|
425 |
/* finds the closest monster and returns him, regardless of doors or walls */ |
426 |
static object * |
427 |
find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
428 |
{ |
429 |
int i; |
430 |
|
431 |
for (i = 0; i < SIZEOFFREE; i++) |
432 |
{ |
433 |
int lx, ly; |
434 |
|
435 |
lx = x + freearr_x[i]; |
436 |
ly = y + freearr_y[i]; |
437 |
/* boundscheck */ |
438 |
if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
439 |
/* don't bother searching this square unless the map says life exists. */ |
440 |
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
441 |
{ |
442 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
443 |
|
444 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
445 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
446 |
return the_monster; |
447 |
} |
448 |
} |
449 |
return NULL; |
450 |
} |
451 |
|
452 |
/* both find_monster_in_room routines need to have access to this. */ |
453 |
|
454 |
static object *theMonsterToFind; |
455 |
|
456 |
/* 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 */ |
458 |
static object * |
459 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
460 |
{ |
461 |
int i, j; |
462 |
|
463 |
/* if we've found a monster already, leave */ |
464 |
if (theMonsterToFind != NULL) |
465 |
return theMonsterToFind; |
466 |
|
467 |
/* bounds check x and y */ |
468 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
469 |
return theMonsterToFind; |
470 |
|
471 |
/* if the square is blocked or searched already, leave */ |
472 |
if (layout[x][y] != 0) |
473 |
return theMonsterToFind; /* might be NULL, that's fine. */ |
474 |
|
475 |
/* check the current square for a monster. If there is one, |
476 |
set theMonsterToFind and return it. */ |
477 |
layout[x][y] = 1; |
478 |
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
479 |
{ |
480 |
object *the_monster = GET_MAP_OB (map, x, y); |
481 |
|
482 |
/* check off this point */ |
483 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
484 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
485 |
{ |
486 |
theMonsterToFind = the_monster; |
487 |
return theMonsterToFind; |
488 |
} |
489 |
} |
490 |
|
491 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
492 |
for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
493 |
{ |
494 |
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
495 |
if (theMonsterToFind != NULL) |
496 |
return theMonsterToFind; |
497 |
} |
498 |
|
499 |
return theMonsterToFind; |
500 |
} |
501 |
|
502 |
/* sets up some data structures: the _recursive form does the |
503 |
real work. */ |
504 |
object * |
505 |
find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
506 |
{ |
507 |
Layout layout2 (RP); |
508 |
|
509 |
layout2->clear (); |
510 |
|
511 |
/* allocate and copy the layout, converting C to 0. */ |
512 |
for (int i = 0; i < layout2->w; i++) |
513 |
for (int j = 0; j < layout2->h; j++) |
514 |
if (wall_blocked (map, i, j)) |
515 |
layout2[i][j] = '#'; |
516 |
|
517 |
theMonsterToFind = 0; |
518 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
519 |
|
520 |
layout2.free (); |
521 |
|
522 |
return theMonsterToFind; |
523 |
} |
524 |
|
525 |
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
526 |
static int *room_free_spots_x; |
527 |
static int *room_free_spots_y; |
528 |
static int number_of_free_spots_in_room; |
529 |
|
530 |
/* the workhorse routine, which finds the free spots in a room: |
531 |
a datastructure of free points is set up, and a position chosen from |
532 |
that datastructure. */ |
533 |
static void |
534 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
535 |
{ |
536 |
int i, j; |
537 |
|
538 |
/* bounds check x and y */ |
539 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
540 |
return; |
541 |
|
542 |
/* if the square is blocked or searched already, leave */ |
543 |
if (layout[x][y] != 0) |
544 |
return; |
545 |
|
546 |
/* set the current square as checked, and add it to the list. |
547 |
set theMonsterToFind and return it. */ |
548 |
/* check off this point */ |
549 |
layout[x][y] = 1; |
550 |
room_free_spots_x[number_of_free_spots_in_room] = x; |
551 |
room_free_spots_y[number_of_free_spots_in_room] = y; |
552 |
number_of_free_spots_in_room++; |
553 |
|
554 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
555 |
for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
556 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
557 |
|
558 |
} |
559 |
|
560 |
/* find a random non-blocked spot in this room to drop a key. */ |
561 |
static void |
562 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
563 |
{ |
564 |
char **layout2; |
565 |
int i, j; |
566 |
|
567 |
number_of_free_spots_in_room = 0; |
568 |
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
569 |
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
570 |
|
571 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
572 |
/* allocate and copy the layout, converting C to 0. */ |
573 |
for (i = 0; i < RP->Xsize; i++) |
574 |
{ |
575 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
576 |
for (j = 0; j < RP->Ysize; j++) |
577 |
if (wall_blocked (map, i, j)) |
578 |
layout2[i][j] = '#'; |
579 |
} |
580 |
|
581 |
/* setup num_free_spots and room_free_spots */ |
582 |
find_spot_in_room_recursive (layout2, x, y, RP); |
583 |
|
584 |
if (number_of_free_spots_in_room > 0) |
585 |
{ |
586 |
i = rmg_rndm (number_of_free_spots_in_room); |
587 |
*kx = room_free_spots_x[i]; |
588 |
*ky = room_free_spots_y[i]; |
589 |
} |
590 |
|
591 |
/* deallocate the temp. layout */ |
592 |
for (i = 0; i < RP->Xsize; i++) |
593 |
free (layout2[i]); |
594 |
|
595 |
free (layout2); |
596 |
free (room_free_spots_x); |
597 |
free (room_free_spots_y); |
598 |
} |
599 |
|
600 |
|
601 |
/* searches the map for a spot with walls around it. The more |
602 |
walls the better, but it'll settle for 1 wall, or even 0, but |
603 |
it'll return 0 if no FREE spots are found.*/ |
604 |
static void |
605 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
606 |
{ |
607 |
int x, y; |
608 |
int i; |
609 |
|
610 |
x = *cx; |
611 |
y = *cy; |
612 |
|
613 |
for (i = 0; i <= SIZEOFFREE1; i++) |
614 |
{ |
615 |
int lx, ly, sindex; |
616 |
|
617 |
lx = x + freearr_x[i]; |
618 |
ly = y + freearr_y[i]; |
619 |
sindex = surround_flag3 (map, lx, ly, RP); |
620 |
/* if it's blocked on 3 sides, it's enclosed */ |
621 |
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
622 |
{ |
623 |
*cx = lx; |
624 |
*cy = ly; |
625 |
return; |
626 |
} |
627 |
} |
628 |
|
629 |
/* OK, if we got here, we're obviously someplace where there's no enclosed |
630 |
spots--try to find someplace which is 2x enclosed. */ |
631 |
for (i = 0; i <= SIZEOFFREE1; i++) |
632 |
{ |
633 |
int lx, ly, sindex; |
634 |
|
635 |
lx = x + freearr_x[i]; |
636 |
ly = y + freearr_y[i]; |
637 |
sindex = surround_flag3 (map, lx, ly, RP); |
638 |
/* if it's blocked on 3 sides, it's enclosed */ |
639 |
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
640 |
{ |
641 |
*cx = lx; |
642 |
*cy = ly; |
643 |
return; |
644 |
} |
645 |
} |
646 |
|
647 |
/* settle for one surround point */ |
648 |
for (i = 0; i <= SIZEOFFREE1; i++) |
649 |
{ |
650 |
int lx, ly, sindex; |
651 |
|
652 |
lx = x + freearr_x[i]; |
653 |
ly = y + freearr_y[i]; |
654 |
sindex = surround_flag3 (map, lx, ly, RP); |
655 |
/* if it's blocked on 3 sides, it's enclosed */ |
656 |
if (sindex) |
657 |
{ |
658 |
*cx = lx; |
659 |
*cy = ly; |
660 |
return; |
661 |
} |
662 |
} |
663 |
/* give up and return the closest free spot. */ |
664 |
i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
665 |
|
666 |
if (i != -1) |
667 |
{ |
668 |
*cx = x + freearr_x[i]; |
669 |
*cy = y + freearr_y[i]; |
670 |
} |
671 |
else |
672 |
{ |
673 |
/* indicate failure */ |
674 |
*cx = -1; |
675 |
*cy = -1; |
676 |
} |
677 |
} |
678 |
|
679 |
void |
680 |
remove_monsters (int x, int y, maptile *map) |
681 |
{ |
682 |
for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
683 |
{ |
684 |
object *next = tmp->above; |
685 |
|
686 |
if (tmp->flag [FLAG_ALIVE]) |
687 |
tmp->head_ ()->destroy (); |
688 |
|
689 |
tmp = next; |
690 |
} |
691 |
} |
692 |
|
693 |
/* surrounds the point x,y by doors, so as to enclose something, like |
694 |
a chest. It only goes as far as the 8 squares surrounding, and |
695 |
it'll remove any monsters it finds.*/ |
696 |
static object ** |
697 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
698 |
{ |
699 |
int i; |
700 |
const char *doors[2]; |
701 |
object **doorlist; |
702 |
int ndoors_made = 0; |
703 |
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
704 |
|
705 |
/* this is a list we pick from, for horizontal and vertical doors */ |
706 |
if (opts & DOORED) |
707 |
{ |
708 |
doors[0] = "locked_door2"; |
709 |
doors[1] = "locked_door1"; |
710 |
} |
711 |
else |
712 |
{ |
713 |
doors[0] = "door_1"; |
714 |
doors[1] = "door_2"; |
715 |
} |
716 |
|
717 |
/* place doors in all the 8 adjacent unblocked squares. */ |
718 |
for (i = 1; i < 9; i++) |
719 |
{ |
720 |
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
721 |
|
722 |
if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
723 |
{ /* place a door */ |
724 |
remove_monsters (x1, y1, map); |
725 |
|
726 |
object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
727 |
map->insert (new_door, x1, y1); |
728 |
doorlist[ndoors_made] = new_door; |
729 |
ndoors_made++; |
730 |
} |
731 |
} |
732 |
|
733 |
return doorlist; |
734 |
} |
735 |
|
736 |
/* returns the first door in this square, or NULL if there isn't a door. */ |
737 |
static object * |
738 |
door_in_square (maptile *map, int x, int y) |
739 |
{ |
740 |
for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
741 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
742 |
return tmp; |
743 |
|
744 |
return NULL; |
745 |
} |
746 |
|
747 |
/* the workhorse routine, which finds the doors in a room */ |
748 |
static void |
749 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
750 |
{ |
751 |
int i, j; |
752 |
object *door; |
753 |
|
754 |
/* bounds check x and y */ |
755 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
756 |
return; |
757 |
|
758 |
/* if the square is blocked or searched already, leave */ |
759 |
if (layout[x][y] == 1) |
760 |
return; |
761 |
|
762 |
/* check off this point */ |
763 |
if (layout[x][y] == '#') |
764 |
{ /* there could be a door here */ |
765 |
layout[x][y] = 1; |
766 |
door = door_in_square (map, x, y); |
767 |
if (door) |
768 |
{ |
769 |
doorlist[*ndoors] = door; |
770 |
|
771 |
if (*ndoors > 1022) /* eek! out of memory */ |
772 |
{ |
773 |
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
774 |
return; |
775 |
} |
776 |
|
777 |
*ndoors = *ndoors + 1; |
778 |
} |
779 |
} |
780 |
else |
781 |
{ |
782 |
layout[x][y] = 1; |
783 |
|
784 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
785 |
for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
786 |
find_doors_in_room_recursive (layout, map, |
787 |
x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
788 |
doorlist, ndoors, RP); |
789 |
} |
790 |
} |
791 |
|
792 |
/* find a random non-blocked spot in this room to drop a key. */ |
793 |
static object ** |
794 |
find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
795 |
{ |
796 |
int i, j; |
797 |
int ndoors = 0; |
798 |
|
799 |
object **doorlist = (object **)calloc (sizeof (int), 1024); |
800 |
|
801 |
LayoutData layout2 (RP->Xsize, RP->Ysize); |
802 |
layout2.clear (); |
803 |
|
804 |
/* allocate and copy the layout, converting C to 0. */ |
805 |
for (i = 0; i < RP->Xsize; i++) |
806 |
for (j = 0; j < RP->Ysize; j++) |
807 |
layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
808 |
|
809 |
/* setup num_free_spots and room_free_spots */ |
810 |
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
811 |
|
812 |
return doorlist; |
813 |
} |
814 |
|
815 |
/* locks and/or hides all the doors in doorlist, or does nothing if |
816 |
opts doesn't say to lock/hide doors. */ |
817 |
static void |
818 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
819 |
{ |
820 |
object *door; |
821 |
int i; |
822 |
|
823 |
/* lock the doors and hide the keys. */ |
824 |
|
825 |
if (opts & DOORED) |
826 |
{ |
827 |
for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
828 |
{ |
829 |
object *new_door = get_archetype (shstr_locked_door1); |
830 |
|
831 |
door = doorlist[i]; |
832 |
new_door->face = door->face; |
833 |
new_door->x = door->x; |
834 |
new_door->y = door->y; |
835 |
door->destroy (); |
836 |
doorlist[i] = new_door; |
837 |
insert_ob_in_map (new_door, map, NULL, 0); |
838 |
new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
839 |
keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
840 |
} |
841 |
} |
842 |
|
843 |
/* change the faces of the doors and surrounding walls to hide them. */ |
844 |
if (opts & HIDDEN) |
845 |
{ |
846 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
847 |
{ |
848 |
object *wallface; |
849 |
|
850 |
door = doorlist[i]; |
851 |
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
852 |
if (wallface != NULL) |
853 |
{ |
854 |
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
855 |
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
856 |
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
857 |
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
858 |
|
859 |
door->face = wallface->face; |
860 |
|
861 |
wallface->destroy (); |
862 |
} |
863 |
} |
864 |
} |
865 |
} |