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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.45 by root, Mon Oct 12 14:00:58 2009 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: treasure.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * 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 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
30
31
32 26
33#include <global.h> 27#include <global.h>
34#include <random_map.h> 28#include <random_map.h>
35#include <rproto.h> 29#include <rproto.h>
36 30
37/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
38 32
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 34#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 35#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 36#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 37#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 38#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 39#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 40#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
48 42
49#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 44#define PASS_DOORS 1
51 45
46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48static int
49bc_random (int x)
50{
51 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
52}
53
54static object *
55gen_key (const shstr &keycode)
56{
57 /* get a key and set its keycode */
58 object *key = archetype::get (shstr_key_random_map);
59 key->slaying = keycode;
60 return key;
61}
62
63/* places keys in the map, preferably in something alive.
64 keycode is the key's code,
65 door_flag is either PASS_DOORS or NO_PASS_DOORS.
66 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
67 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
68 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
69
70 The idea is that you call keyplace on x,y where a door is, and it'll make
71 sure a key is placed on both sides of the door.
72*/
73static int
74keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
75{
76 int i, j;
77 int kx = 0, ky = 0;
78 object *the_keymaster; /* the monster that gets the key. */
79 object *the_key = gen_key (keycode);
80
81 if (door_flag == PASS_DOORS)
82 {
83 int tries = 0;
84
85 the_keymaster = 0;
86 while (tries < 15 && !the_keymaster)
87 {
88 i = rmg_rndm (RP->Xsize - 2) + 1;
89 j = rmg_rndm (RP->Ysize - 2) + 1;
90 tries++;
91 the_keymaster = find_closest_monster (map, i, j, RP);
92 }
93
94 /* if we don't find a good keymaster, drop the key on the ground. */
95 if (!the_keymaster)
96 {
97 int freeindex;
98
99 freeindex = -1;
100 for (tries = 0; tries < 15 && freeindex == -1; tries++)
101 {
102 kx = rmg_rndm (RP->Xsize - 2) + 1;
103 ky = rmg_rndm (RP->Ysize - 2) + 1;
104 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
105 }
106
107 // can freeindex ever be < 0?
108 if (freeindex >= 0)
109 {
110 kx += freearr_x [freeindex];
111 ky += freearr_y [freeindex];
112 }
113 }
114 }
115 else
116 { /* NO_PASS_DOORS --we have to work harder. */
117 /* don't try to keyplace if we're sitting on a blocked square and
118 NO_PASS_DOORS is set. */
119 if (n_keys == 1)
120 {
121 if (wall_blocked (map, x, y))
122 {
123 the_key->destroy ();
124 return 0;
125 }
126
127 the_keymaster = find_monster_in_room (map, x, y, RP);
128 if (!the_keymaster) /* if fail, find a spot to drop the key. */
129 find_spot_in_room (map, x, y, &kx, &ky, RP);
130 }
131 else
132 {
133 int sum = 0; /* count how many keys we actually place */
134
135 /* I'm lazy, so just try to place in all 4 directions. */
136 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
140
141 if (sum < 2) /* we might have made a disconnected map-place more keys. */
142 { /* diagonally this time. */
143 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
147 }
148
149 the_key->destroy ();
150 return 1;
151 }
152 }
153
154 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key);
156 else
157 {
158 the_key->x = kx;
159 the_key->y = ky;
160 insert_ob_in_map (the_key, map, NULL, 0);
161 }
162
163 return 1;
164}
52 165
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 166/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 167 * and doors but not monsters.
55 * This function is not map tile aware. 168 * This function is not map tile aware.
56 */ 169 */
57 170int
58int wall_blocked(mapstruct *m, int x, int y) { 171wall_blocked (maptile *m, int x, int y)
59 int r; 172{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 173 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 174 return 1;
175
176 m->at (x, y).update ();
177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 178}
66 179
67/* place treasures in the map, given the 180/* place treasures in the map, given the
68map, (required) 181map, (required)
69layout, (required) 182layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 183treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 184treasureoptions (may be 0 for random choices or positive)
72*/ 185*/
73 186void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 187place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
188{
75 char styledirname[256]; 189 char styledirname[1024];
76 char stylefilepath[256]; 190 char stylefilepath[1024];
77 mapstruct *style_map=0; 191 maptile *style_map = 0;
78 int num_treasures; 192 int num_treasures;
79 193
80 /* bail out if treasure isn't wanted. */ 194 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 195 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 196 if (!strcmp (treasure_style, "none"))
197 return;
198
199 if (treasureoptions <= 0)
200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 201
84 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 204 {
205 if (rmg_rndm (2))
206 treasureoptions -= 1;
207 else
87 else treasureoptions-=2;} 208 treasureoptions -= 2;
209 }
88 210
89 /* pick the number of treasures */ 211 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 213 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 214 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 215 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
216 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 217 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 218
96 if(num_treasures <= 0 ) return; 219 if (num_treasures <= 0)
220 return;
97 221
98 /* get the style map */ 222 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 223 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 225 style_map = find_style (styledirname, treasure_style, -1);
226
227 if (!style_map)
228 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
230 return;
231 }
102 232
103 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 234 if (treasureoptions & CONCENTRATED)
105 235 {
106 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 237 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 238 {
239 case LAYOUT_ONION:
240 case LAYOUT_SPIRAL:
241 case LAYOUT_SQUARE_SPIRAL:
242 {
112 int i,j; 243 int i, j;
244
113 /* search the onion for C's or '>', and put treasure there. */ 245 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 246 for (i = 0; i < RP->Xsize; i++)
247 {
115 for(j=0;j<RP->Ysize;j++) { 248 for (j = 0; j < RP->Ysize; j++)
249 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
251 {
117 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
253 object *chest;
254
255 if (tdiv == 3)
256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
258 /* don't put a chest on an exit. */
259 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
260
261 if (!chest)
262 continue; /* if no chest was placed NEXT */
263
264 if (treasureoptions & (DOORED | HIDDEN))
265 {
266 object **doorlist = find_doors_in_room (map, i, j, RP);
267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
268 free (doorlist);
269 }
270 }
271 }
272 }
273 break;
274 }
275
276 default:
277 {
278 int i, j, tries;
279 object *chest;
118 object **doorlist; 280 object **doorlist;
119 object *chest; 281
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 282 i = j = -1;
121 /* don't put a chest on an exit. */ 283 tries = 0;
284 while (i == -1 && tries < 100)
285 {
286 i = rmg_rndm (RP->Xsize - 2) + 1;
287 j = rmg_rndm (RP->Ysize - 2) + 1;
288 find_enclosed_spot (map, &i, &j, RP);
289
290 if (wall_blocked (map, i, j))
291 i = -1;
292
293 tries++;
294 }
295
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 296 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 297
298 if (!chest)
299 return;
300
301 i = chest->x;
302 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 303 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 304 {
305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 306 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 307 free (doorlist);
128 } 308 }
129 } 309 }
130 } 310 }
311 }
312 else
313 { /* DIFFUSE treasure layout */
314 int ti, i, j;
315
316 for (ti = 0; ti < num_treasures; ti++)
131 } 317 {
132 break; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 319 j = rmg_rndm (RP->Ysize - 2) + 1;
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1;
142 j = RANDOM()%(RP->Ysize-2)+1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 321 }
165 } 322 }
166} 323}
167
168
169 324
170/* put a chest into the map, near x and y, with the treasure style 325/* put a chest into the map, near x and y, with the treasure style
171 determined (may be null, or may be a treasure list from lib/treasures, 326 determined (may be null, or may be a treasure list from lib/treasures,
172 if the global variable "treasurestyle" is set to that treasure list's name */ 327 if the global variable "treasurestyle" is set to that treasure list's name */
173 328object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 330{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 332
180 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 334 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 335 if (i == -1)
183 free_object(the_chest); 336 {
337 the_chest->destroy ();
184 return NULL; 338 return NULL;
185 } 339 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 340
341 int xl = x + freearr_x[i];
342 int yl = y + freearr_y[i];
187 343
188 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 345 if (wall_blocked (map, xl, yl))
190 346 return 0;
191 347
192 /* put the treasures in the chest. */ 348 /* put the treasures in the chest. */
193 /* if(style_map) { */ 349 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 350#if 0 /* don't use treasure style maps for now! */
195 int ti; 351 int ti;
352
196 /* if treasurestyle lists a treasure list, use it. */ 353 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
355
198 if(tlist!=NULL) 356 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 357 for (ti = 0; ti < n_treasures; ti++)
358 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
360
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 362 }
203 else { /* use the style map */ 363 else
364 { /* use the style map */
365 the_chest->randomitems = tlist;
366 the_chest->stats.hp = n_treasures;
367 }
368#endif
369 { /* neither style_map no treasure list given */
370 treasurelist *tlist = treasurelist::find ("chest");
371
204 the_chest->randomitems=tlist; 372 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
206 } 374 }
207#endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213 375
214 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 377 if (treasureoptions & TRAPPED)
378 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 380
218 if(trap_map) { 381 if (trap_map)
219 the_trap= pick_random_object(trap_map); 382 {
383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
220 the_trap->stats.Cha = 10+RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
222 if(the_trap) { 388 if (the_trap)
223 object *new_trap; 389 {
224 new_trap = arch_to_object(the_trap->arch); 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 391
226 new_trap->x = x; 392 new_trap->x = x;
227 new_trap->y = y; 393 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
395 }
229 } 396 }
230 }
231 } 397 }
232 398
233 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 400 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 401 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
238 char keybuf[256]; 403 {
239 sprintf(keybuf,"%d",(int)RANDOM()); 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 } 406 }
243 407
244 /* actually place the chest. */ 408 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 409 the_chest->x = xl;
410 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 411 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 412 return the_chest;
248} 413}
249 414
250 415
251/* finds the closest monster and returns him, regardless of doors 416/* finds the closest monster and returns him, regardless of doors
252 or walls */ 417 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 418object *
419find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
420{
254 int i; 421 int i;
422
255 for(i=0;i<SIZEOFFREE;i++) { 423 for (i = 0; i < SIZEOFFREE; i++)
424 {
256 int lx,ly; 425 int lx, ly;
426
257 lx=x+freearr_x[i]; 427 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 428 ly = y + freearr_y[i];
259 /* boundscheck */ 429 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 430 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 431 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 432 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
433 {
263 object *the_monster=get_map_ob(map,lx,ly); 434 object *the_monster = GET_MAP_OB (map, lx, ly);
435
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 436 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 437 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 438 return the_monster;
439 }
267 } 440 }
268 }
269 return NULL; 441 return NULL;
270} 442}
271
272 443
273
274/* places keys in the map, preferably in something alive.
275 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS.
277 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
278 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280
281 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door.
283*/
284
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) {
286 int i,j;
287 int kx,ky;
288 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key;
290
291 /* get a key and set its keycode */
292 the_key = get_archetype("key2");
293 the_key->slaying = add_string(keycode);
294
295
296 if(door_flag==PASS_DOORS) {
297 int tries=0;
298 the_keymaster=NULL;
299 while(tries<15&&the_keymaster==NULL) {
300 i = (RANDOM()%(RP->Xsize-2))+1;
301 j = (RANDOM()%(RP->Ysize-2))+1;
302 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP);
304 }
305 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) {
307 int freeindex;
308
309 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) {
311 kx = (RANDOM()%(RP->Xsize-2))+1;
312 ky = (RANDOM()%(RP->Ysize-2))+1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky);
314 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 }
319 }
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/
322 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */
324 if(n_keys==1) {
325 if(wall_blocked(map,x,y)) return 0;
326 the_keymaster=find_monster_in_room(map,x,y,RP);
327 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP);
329 }
330 else {
331 int sum=0; /* count how many keys we actually place */
332 /* I'm lazy, so just try to place in all 4 directions. */
333 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP);
334 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP);
335 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP);
336 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP);
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */
338 { /* diagnoally this time. */
339 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP);
340 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP);
341 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP);
342 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP);
343 }
344 return 1;
345 }
346 }
347
348 if(the_keymaster==NULL) {
349 the_key->x = kx;
350 the_key->y = ky;
351 insert_ob_in_map(the_key,map,NULL,0);
352 return 1;
353 }
354
355 insert_ob_in_ob(the_key,the_keymaster);
356 return 1;
357}
358
359
360
361/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
362 445
363object *theMonsterToFind; 446object *theMonsterToFind;
364 447
365/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
366 it does a check-off on the layout, converting 0's to 1's */ 449 it does a check-off on the layout, converting 0's to 1's */
367 450
451object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453{
369 int i,j; 454 int i, j;
455
370 /* if we've found a monster already, leave */ 456 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 457 if (theMonsterToFind != NULL)
458 return theMonsterToFind;
372 459
373 /* bounds check x and y */ 460 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
462 return theMonsterToFind;
375 463
376 /* if the square is blocked or searched already, leave */ 464 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 466 return theMonsterToFind; /* might be NULL, that's fine. */
378 467
379 /* check the current square for a monster. If there is one, 468 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 469 set theMonsterToFind and return it. */
381 layout[x][y]=1; 470 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 {
383 object *the_monster = get_map_ob(map,x,y); 473 object *the_monster = GET_MAP_OB (map, x, y);
474
384 /* check off this point */ 475 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 476 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
478 {
387 theMonsterToFind=the_monster; 479 theMonsterToFind = the_monster;
388 return theMonsterToFind; 480 return theMonsterToFind;
389 } 481 }
390 } 482 }
391 483
392 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
393 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 488 if (theMonsterToFind != NULL)
489 return theMonsterToFind;
396 } 490 }
491
397 return theMonsterToFind; 492 return theMonsterToFind;
398} 493}
399
400 494
401/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
402 real work. */ 496 real work. */
497object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
499{
500 Layout layout2 (RP);
403 501
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 502 layout2->clear ();
405 char **layout2; 503
406 int i,j;
407 theMonsterToFind=0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 504 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 505 for (int i = 0; i < layout2->w; i++)
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 506 for (int j = 0; j < layout2->h; j++)
412 for(j=0;j<RP->Ysize;j++) { 507 if (wall_blocked (map, i, j))
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 508 layout2[i][j] = '#';
414 } 509
415 } 510 theMonsterToFind = 0;
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 512
418 /* deallocate the temp. layout */ 513 layout2.free ();
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423 514
424 return theMonsterToFind; 515 return theMonsterToFind;
425} 516}
426
427 517
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x; 519int *room_free_spots_x;
432int *room_free_spots_y; 520int *room_free_spots_y;
433int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
434 522
435/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 525that datastructure. */
438 526void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{
440 int i,j; 529 int i, j;
441 530
442 /* bounds check x and y */ 531 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
533 return;
444 534
445 /* if the square is blocked or searched already, leave */ 535 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 536 if (layout[x][y] != 0)
537 return;
447 538
448 /* set the current square as checked, and add it to the list. 539 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 540 set theMonsterToFind and return it. */
450 /* check off this point */ 541 /* check off this point */
451 layout[x][y]=1; 542 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
455 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
456 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
457 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
458 }
459 550
460} 551}
461 552
462/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
554void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{
464 char **layout2; 557 char **layout2;
465 int i,j; 558 int i, j;
559
466 number_of_free_spots_in_room=0; 560 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 563
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 566 for (i = 0; i < RP->Xsize; i++)
567 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 569 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 570 if (wall_blocked (map, i, j))
476 } 571 layout2[i][j] = '#';
477 } 572 }
478 573
479 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
481 576
482 if(number_of_free_spots_in_room > 0) { 577 if (number_of_free_spots_in_room > 0)
578 {
483 i = RANDOM()%number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
486 } 582 }
487 583
488 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 585 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 586 free (layout2[i]);
491 } 587
492 free(layout2); 588 free (layout2);
493 free(room_free_spots_x); 589 free (room_free_spots_x);
494 free(room_free_spots_y); 590 free (room_free_spots_y);
495} 591}
496 592
497 593
498/* searches the map for a spot with walls around it. The more 594/* searches the map for a spot with walls around it. The more
499 walls the better, but it'll settle for 1 wall, or even 0, but 595 walls the better, but it'll settle for 1 wall, or even 0, but
500 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
501 597void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
599{
503 int x,y; 600 int x, y;
504 int i; 601 int i;
602
505 x = *cx;y=*cy; 603 x = *cx;
604 y = *cy;
506 605
507 for(i=0;i<=SIZEOFFREE1;i++) { 606 for (i = 0; i <= SIZEOFFREE1; i++)
607 {
508 int lx,ly,sindex; 608 int lx, ly, sindex;
609
509 lx = x +freearr_x[i]; 610 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 611 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 612 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 613 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 615 {
616 *cx = lx;
617 *cy = ly;
515 return; 618 return;
516 } 619 }
517 } 620 }
518 621
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 622 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 623 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 624 for (i = 0; i <= SIZEOFFREE1; i++)
625 {
522 int lx,ly,sindex; 626 int lx, ly, sindex;
627
523 lx = x +freearr_x[i]; 628 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 629 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 630 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 631 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 632 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 633 {
634 *cx = lx;
635 *cy = ly;
529 return; 636 return;
530 } 637 }
531 } 638 }
532 639
533 /* settle for one surround point */ 640 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 641 for (i = 0; i <= SIZEOFFREE1; i++)
642 {
535 int lx,ly,sindex; 643 int lx, ly, sindex;
644
536 lx = x +freearr_x[i]; 645 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 646 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 647 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 648 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 649 if (sindex)
541 *cx= lx;*cy= ly; 650 {
651 *cx = lx;
652 *cy = ly;
542 return; 653 return;
543 } 654 }
544 } 655 }
545 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 658
659 if (i != -1)
660 {
548 *cx = x +freearr_x[i]; 661 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 662 *cy = y + freearr_y[i];
550 return;
551 } 663 }
664 else
665 {
552 /* indicate failure */ 666 /* indicate failure */
553 *cx=*cy=-1; 667 *cx = -1;
554} 668 *cy = -1;
555
556
557void remove_monsters(int x,int y,mapstruct *map) {
558 object *tmp;
559
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) {
562 if(tmp->head) tmp=tmp->head;
563 remove_ob(tmp);
564 free_object(tmp);
565 tmp=get_map_ob(map,x,y);
566 if(tmp==NULL) break;
567 }; 669 }
568} 670}
569 671
672void
673remove_monsters (int x, int y, maptile *map)
674{
675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
676 {
677 object *next = tmp->above;
678
679 if (tmp->flag [FLAG_ALIVE])
680 tmp->head_ ()->destroy ();
681
682 tmp = next;
683 }
684}
570 685
571/* surrounds the point x,y by doors, so as to enclose something, like 686/* surrounds the point x,y by doors, so as to enclose something, like
572 a chest. It only goes as far as the 8 squares surrounding, and 687 a chest. It only goes as far as the 8 squares surrounding, and
573 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
574 689object **
575object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
691{
576 int i; 692 int i;
577 char *doors[2]; 693 const char *doors[2];
578 object **doorlist; 694 object **doorlist;
579 int ndoors_made=0; 695 int ndoors_made = 0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
581 697
582 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) { 699 if (opts & DOORED)
700 {
584 doors[0]="locked_door2"; 701 doors[0] = "locked_door2";
585 doors[1]="locked_door1"; 702 doors[1] = "locked_door1";
586 } 703 }
587 else { 704 else
705 {
588 doors[0]="door_1"; 706 doors[0] = "door_1";
589 doors[1]="door_2"; 707 doors[1] = "door_2";
590 } 708 }
591 709
592 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) { 711 for (i = 1; i < 9; i++)
712 {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
595 714
596 if(!wall_blocked(map,x1,y1) 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
597 || layout[x1][y1]=='>') {/* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
599 new_door->x = x + freearr_x[i]; 720 map->insert (new_door, x1, y1);
600 new_door->y = y + freearr_y[i];
601 remove_monsters(new_door->x,new_door->y,map);
602 insert_ob_in_map(new_door,map,NULL,0);
603 doorlist[ndoors_made]=new_door; 721 doorlist[ndoors_made] = new_door;
604 ndoors_made++; 722 ndoors_made++;
605 } 723 }
606 } 724 }
725
607 return doorlist; 726 return doorlist;
608} 727}
609 728
610 729
611/* returns the first door in this square, or NULL if there isn't a door. */ 730/* returns the first door in this square, or NULL if there isn't a door. */
731object *
612object *door_in_square(mapstruct *map,int x,int y) { 732door_in_square (maptile *map, int x, int y)
733{
613 object *tmp; 734 object *tmp;
735
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
738 return tmp;
616 return NULL; 739 return NULL;
617} 740}
618
619 741
620/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
743void
621void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
745{
622 int i,j; 746 int i, j;
623 object *door; 747 object *door;
624 748
625 /* bounds check x and y */ 749 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 750 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
751 return;
627 752
628 /* if the square is blocked or searched already, leave */ 753 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return; 754 if (layout[x][y] == 1)
755 return;
630 756
631 /* check off this point */ 757 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */ 758 if (layout[x][y] == '#')
759 { /* there could be a door here */
633 layout[x][y]=1; 760 layout[x][y] = 1;
634 door=door_in_square(map,x,y); 761 door = door_in_square (map, x, y);
635 if(door!=NULL) { 762 if (door)
763 {
636 doorlist[*ndoors]=door; 764 doorlist[*ndoors] = door;
765
637 if(*ndoors>254) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
638 { 767 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return; 769 return;
641 } 770 }
771
642 *ndoors=*ndoors+1; 772 *ndoors = *ndoors + 1;
643 } 773 }
644 } 774 }
645 else { 775 else
776 {
646 layout[x][y]=1; 777 layout[x][y] = 1;
778
647 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
648 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
649 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); 781 find_doors_in_room_recursive (layout, map,
650 } 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
651 } 784 }
652} 785}
653 786
654/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
655object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { 788object **
656 char **layout2; 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
657 object **doorlist; 790{
658 int i,j; 791 int i, j;
659 int ndoors=0; 792 int ndoors = 0;
660 793
661 doorlist = (object **)calloc(sizeof(int),256); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
662 795
796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
663 798
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) { 800 for (i = 0; i < RP->Xsize; i++)
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) { 801 for (j = 0; j < RP->Ysize; j++)
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
670 } 803
671 }
672
673 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
675 806
676 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) {
678 free(layout2[i]);
679 }
680 free(layout2);
681 return doorlist; 807 return doorlist;
682} 808}
683
684
685 809
686/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
688 812void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
814{
690 object *door; 815 object *door;
691 int i; 816 int i;
817
692 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
693 819
694 if(opts & DOORED) { 820 if (opts & DOORED)
821 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
823 {
696 object *new_door=get_archetype("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
697 char keybuf[256]; 825
698 door=doorlist[i]; 826 door = doorlist[i];
699 new_door->face = door->face; 827 new_door->face = door->face;
700 new_door->x = door->x; 828 new_door->x = door->x;
701 new_door->y = door->y; 829 new_door->y = door->y;
702 remove_ob(door); 830 door->destroy ();
703 free_object(door);
704 doorlist[i]=new_door; 831 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 832 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
707 new_door->slaying = add_string(keybuf);
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
709 } 835 }
710 } 836 }
711 837
712 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 839 if (opts & HIDDEN)
840 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 {
715 object *wallface; 843 object *wallface;
844
716 door=doorlist[i]; 845 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 846 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 847 if (wallface != NULL)
848 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
723 door->face = wallface->face; 854 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 855
725 free_object(wallface); 856 wallface->destroy ();
857 }
726 } 858 }
727 }
728 } 859 }
729} 860}

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