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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26
27
28 25
29#include <global.h> 26#include <global.h>
30#include <random_map.h> 27#include <random_map.h>
31#include <rproto.h> 28#include <rproto.h>
32 29
43#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
44 41
45#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 43#define PASS_DOORS 1
47 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
48 52
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 54 * and doors but not monsters.
51 * This function is not map tile aware. 55 * This function is not map tile aware.
52 */ 56 */
53
54int 57int
55wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
56{ 59{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 61 return 1;
62
63 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 65}
64 66
65/* place treasures in the map, given the 67/* place treasures in the map, given the
66map, (required) 68map, (required)
67layout, (required) 69layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
70*/ 72*/
71
72void 73void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 75{
75 char styledirname[1024]; 76 char styledirname[1024];
76 char stylefilepath[1024]; 77 char stylefilepath[1024];
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 82 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
83 return; 84 return;
85
84 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
86 88
87 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 91 {
90 if (RANDOM () % 2) 92 if (rndm (2))
91 treasureoptions -= 1; 93 treasureoptions -= 1;
92 else 94 else
93 treasureoptions -= 2; 95 treasureoptions -= 2;
94 } 96 }
95 97
96 /* pick the number of treasures */ 98 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 103 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 105
104 if (num_treasures <= 0) 106 if (num_treasures <= 0)
105 return; 107 return;
106 108
107 /* get the style map */ 109 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
111 119
112 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
114 { 122 {
115 123
128 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
129 { 137 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 139 {
132 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 141 object *chest;
135 142
136 if (tdiv == 3) 143 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 144 tdiv = 2; /* this symmetry uses a divisor of 2 */
138 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
140 if (!chest) 148 if (!chest)
141 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
142 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
143 { 152 {
144 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 155 free (doorlist);
147 } 156 }
148 } 157 }
149 } 158 }
158 167
159 i = j = -1; 168 i = j = -1;
160 tries = 0; 169 tries = 0;
161 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
162 { 171 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
166 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
167 i = -1; 176 i = -1;
168 tries++; 177 tries++;
169 } 178 }
185 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
186 int ti, i, j; 195 int ti, i, j;
187 196
188 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
189 { 198 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 202 }
194 } 203 }
195} 204}
196 205
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 240
232 if (tlist != NULL) 241 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 243 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
236 245
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 247 }
239 else 248 else
240 { /* use the style map */ 249 { /* use the style map */
241 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
243 } 252 }
244#endif 253#endif
245 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
247 256
248 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
250 } 259 }
251 260
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap; 265 object *the_trap;
257 266
258 if (trap_map) 267 if (trap_map)
259 { 268 {
260 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
261 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
263 if (the_trap) 272 if (the_trap)
264 { 273 {
265 object *new_trap; 274 object *new_trap;
266 275
267 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
274 } 283 }
275 284
276 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 289 {
282 char keybuf[1024]; 290 char keybuf[1024];
283 291
284 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
285 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
287 } 295 }
288 296
289 /* actually place the chest. */ 297 /* actually place the chest. */
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333 341
334 The idea is that you call keyplace on x,y where a door is, and it'll make 342 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
336*/ 344*/
337
338int 345int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{ 347{
341 int i, j; 348 int i, j;
342 int kx, ky; 349 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 351 object *the_key;
345 352
346 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
349 356
350 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
351 { 358 {
352 int tries = 0; 359 int tries = 0;
353 360
354 the_keymaster = NULL; 361 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
356 { 363 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
359 tries++; 366 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 368 }
369
362 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL) 371 if (!the_keymaster)
364 { 372 {
365 int freeindex; 373 int freeindex;
366 374
367 freeindex = -1; 375 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 { 377 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
372 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 381 }
374 382
383 // can freeindex ever be < 0?
375 if (freeindex != -1) 384 if (freeindex >= 0)
376 { 385 {
377 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
379 } 388 }
380 } 389 }
381 } 390 }
382 else 391 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
387 { 396 {
388 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
389 return 0; 398 return 0;
390 399
391 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 403 }
395 else 404 else
396 { 405 {
397 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 415 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 420 }
421
411 return 1; 422 return 1;
412 } 423 }
413 } 424 }
414 425
415 if (the_keymaster == NULL) 426 if (!the_keymaster)
416 { 427 {
417 the_key->x = kx; 428 the_key->x = kx;
418 the_key->y = ky; 429 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 431 return 1;
421 } 432 }
422 433
423 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
424 return 1; 435 return 1;
425} 436}
426 437
427 438
428 439
465 return theMonsterToFind; 476 return theMonsterToFind;
466 } 477 }
467 } 478 }
468 479
469 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 482 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 485 return theMonsterToFind;
475 } 486 }
491 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
493 { 504 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
499 }
500 } 509 }
510
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 512
503 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
504 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]); 515 free (layout2[i]);
507 } 516
508 free (layout2); 517 free (layout2);
509 518
510 return theMonsterToFind; 519 return theMonsterToFind;
511} 520}
512
513
514
515 521
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 523int *room_free_spots_x;
518int *room_free_spots_y; 524int *room_free_spots_y;
519int number_of_free_spots_in_room; 525int number_of_free_spots_in_room;
520 526
521/* the workhorse routine, which finds the free spots in a room: 527/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 528a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 529that datastructure. */
524
525void 530void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 531find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 532{
528 int i, j; 533 int i, j;
529 534
540 /* check off this point */ 545 /* check off this point */
541 layout[x][y] = 1; 546 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 547 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 548 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 549 number_of_free_spots_in_room++;
550
545 /* now search all the 8 squares around recursively for free spots,in random order */ 551 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 552 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 553 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 554
551} 555}
552 556
553/* find a random non-blocked spot in this room to drop a key. */ 557/* find a random non-blocked spot in this room to drop a key. */
554void 558void
565 /* allocate and copy the layout, converting C to 0. */ 569 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 570 for (i = 0; i < RP->Xsize; i++)
567 { 571 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 572 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 573 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 574 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 575 layout2[i][j] = '#';
573 }
574 } 576 }
575 577
576 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
578 580
579 if (number_of_free_spots_in_room > 0) 581 if (number_of_free_spots_in_room > 0)
580 { 582 {
581 i = RANDOM () % number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
584 } 586 }
585 587
586 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 589 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 590 free (layout2[i]);
590 } 591
591 free (layout2); 592 free (layout2);
592 free (room_free_spots_x); 593 free (room_free_spots_x);
593 free (room_free_spots_y); 594 free (room_free_spots_y);
594} 595}
595 596
596 597
597/* searches the map for a spot with walls around it. The more 598/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 599 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 600 it'll return 0 if no FREE spots are found.*/
600
601void 601void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 603{
604 int x, y; 604 int x, y;
605 int i; 605 int i;
656 *cy = ly; 656 *cy = ly;
657 return; 657 return;
658 } 658 }
659 } 659 }
660 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
661 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
662 662
663 if (i != -1) 663 if (i != -1)
664 { 664 {
665 *cx = x + freearr_x[i]; 665 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 666 *cy = y + freearr_y[i];
671 *cx = -1; 671 *cx = -1;
672 *cy = -1; 672 *cy = -1;
673 } 673 }
674} 674}
675 675
676
677void 676void
678remove_monsters (int x, int y, maptile *map) 677remove_monsters (int x, int y, maptile *map)
679{ 678{
680 object *tmp; 679 object *tmp;
681 680
682 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 683 {
685 if (tmp->head) 684 if (tmp->head)
686 tmp = tmp->head; 685 tmp = tmp->head;
687 tmp->remove (); 686 tmp->remove ();
690 if (tmp == NULL) 689 if (tmp == NULL)
691 break; 690 break;
692 }; 691 };
693} 692}
694 693
695
696/* surrounds the point x,y by doors, so as to enclose something, like 694/* surrounds the point x,y by doors, so as to enclose something, like
697 a chest. It only goes as far as the 8 squares surrounding, and 695 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
699
700object ** 697object **
701surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 698surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
702{ 699{
703 int i; 700 int i;
704 char *doors[2]; 701 const char *doors[2];
705 object **doorlist; 702 object **doorlist;
706 int ndoors_made = 0; 703 int ndoors_made = 0;
707 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 704 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
708 705
709 /* this is a list we pick from, for horizontal and vertical doors */ 706 /* this is a list we pick from, for horizontal and vertical doors */
721 /* place doors in all the 8 adjacent unblocked squares. */ 718 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++) 719 for (i = 1; i < 9; i++)
723 { 720 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
725 722
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
727 { /* place a door */ 724 { /* place a door */
725 remove_monsters (x1, y1, map);
726
728 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 727 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
729 728 map->insert (new_door, x1, y1);
730 new_door->x = x + freearr_x[i];
731 new_door->y = y + freearr_y[i];
732 remove_monsters (new_door->x, new_door->y, map);
733 insert_ob_in_map (new_door, map, NULL, 0);
734 doorlist[ndoors_made] = new_door; 729 doorlist[ndoors_made] = new_door;
735 ndoors_made++; 730 ndoors_made++;
736 } 731 }
737 } 732 }
733
738 return doorlist; 734 return doorlist;
739} 735}
740 736
741 737
742/* returns the first door in this square, or NULL if there isn't a door. */ 738/* returns the first door in this square, or NULL if there isn't a door. */
748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 746 return tmp;
751 return NULL; 747 return NULL;
752} 748}
753
754 749
755/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
756void 751void
757find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
758{ 753{
773 layout[x][y] = 1; 768 layout[x][y] = 1;
774 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
775 if (door) 770 if (door)
776 { 771 {
777 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
778 if (*ndoors > 1022) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
779 { 775 {
780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
781 return; 777 return;
782 } 778 }
785 } 781 }
786 } 782 }
787 else 783 else
788 { 784 {
789 layout[x][y] = 1; 785 layout[x][y] = 1;
786
790 /* now search all the 8 squares around recursively for free spots,in random order */ 787 /* now search all the 8 squares around recursively for free spots,in random order */
791 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
792 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 789 find_doors_in_room_recursive (layout, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP);
793 } 792 }
794} 793}
795 794
796/* find a random non-blocked spot in this room to drop a key. */ 795/* find a random non-blocked spot in this room to drop a key. */
797object ** 796object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 798{
800 char **layout2;
801 object **doorlist;
802 int i, j; 799 int i, j;
803 int ndoors = 0; 800 int ndoors = 0;
804 801
805 doorlist = (object **) calloc (sizeof (int), 1024); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
806 803
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
808 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
813 {
814 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
816 }
817 }
818 811
819 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821 814
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 815 return doorlist;
828} 816}
829
830
831 817
832/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
834
835void 820void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 822{
838 object *door; 823 object *door;
839 int i; 824 int i;
853 new_door->y = door->y; 838 new_door->y = door->y;
854 door->remove (); 839 door->remove ();
855 door->destroy (); 840 door->destroy ();
856 doorlist[i] = new_door; 841 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", (int) RANDOM ()); 843 sprintf (keybuf, "%d", rndm (1000000000));
859 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
861 } 846 }
862 } 847 }
863 848

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