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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 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 1.1 2006/08/13 17:16:03 elmex 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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
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. */ 24/* placing treasure in maps, where appropriate. */
30
31
32 25
33#include <global.h> 26#include <global.h>
34#include <random_map.h> 27#include <random_map.h>
35#include <rproto.h> 28#include <rproto.h>
36 29
37/* some defines for various options which can be set. */ 30/* some defines for various options which can be set. */
38 31
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 33#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 34#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 35#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 36#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 37#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 38#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 39#define FILLED 128 /* Fill/tile the entire map with treasure */
47#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 */
48 41
49#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 43#define PASS_DOORS 1
51 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}
52 52
53/* 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
54 * and doors but not monsters. 54 * and doors but not monsters.
55 * This function is not map tile aware. 55 * This function is not map tile aware.
56 */ 56 */
57 57int
58int wall_blocked(mapstruct *m, int x, int y) { 58wall_blocked (maptile *m, int x, int y)
59 int r; 59{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 60 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; 61 return 1;
62
63 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 65}
66 66
67/* place treasures in the map, given the 67/* place treasures in the map, given the
68map, (required) 68map, (required)
69layout, (required) 69layout, (required)
70treasure 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.)
71treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
72*/ 72*/
73 73void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{
75 char styledirname[256]; 76 char styledirname[1024];
76 char stylefilepath[256]; 77 char stylefilepath[1024];
77 mapstruct *style_map=0; 78 maptile *style_map = 0;
78 int num_treasures; 79 int num_treasures;
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 82 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 83 if (!strcmp (treasure_style, "none"))
84 return;
85
86 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION);
83 88
84 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 91 {
92 if (rndm (2))
93 treasureoptions -= 1;
94 else
87 else treasureoptions-=2;} 95 treasureoptions -= 2;
96 }
88 97
89 /* pick the number of treasures */ 98 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
91 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);
92 else if(treasureoptions & RICH) 101 else if (treasureoptions & RICH)
93 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);
103 else
94 else 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);
95 105
96 if(num_treasures <= 0 ) return; 106 if (num_treasures <= 0)
107 return;
97 108
98 /* get the style map */ 109 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 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 }
102 119
103 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 121 if (treasureoptions & CONCENTRATED)
122 {
105 123
106 /* map_layout_style global, and is previously set */ 124 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 125 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 126 {
127 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL:
129 case LAYOUT_SQUARE_SPIRAL:
130 {
112 int i,j; 131 int i, j;
132
113 /* search the onion for C's or '>', and put treasure there. */ 133 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 134 for (i = 0; i < RP->Xsize; i++)
135 {
115 for(j=0;j<RP->Ysize;j++) { 136 for (j = 0; j < RP->Ysize; j++)
137 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 {
117 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
141 object *chest;
142
143 if (tdiv == 3)
144 tdiv = 2; /* this symmetry uses a divisor of 2 */
145 /* don't put a chest on an exit. */
146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
148 if (!chest)
149 continue; /* if no chest was placed NEXT */
150
151 if (treasureoptions & (DOORED | HIDDEN))
152 {
153 object **doorlist = find_doors_in_room (map, i, j, RP);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist);
156 }
157 }
158 }
159 }
160 break;
161 }
162 default:
163 {
164 int i, j, tries;
165 object *chest;
118 object **doorlist; 166 object **doorlist;
119 object *chest; 167
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 168 i = j = -1;
121 /* don't put a chest on an exit. */ 169 tries = 0;
170 while (i == -1 && tries < 100)
171 {
172 i = rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP);
175 if (wall_blocked (map, i, j))
176 i = -1;
177 tries++;
178 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 180 if (!chest)
181 return;
182 i = chest->x;
183 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 184 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 185 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 187 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 188 free (doorlist);
128 } 189 }
129 } 190 }
130 } 191 }
192 }
193 else
194 { /* DIFFUSE treasure layout */
195 int ti, i, j;
196
197 for (ti = 0; ti < num_treasures; ti++)
131 } 198 {
132 break;
133 }
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; 199 i = rndm (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 200 j = rndm (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); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 202 }
165 } 203 }
166} 204}
167
168
169 205
170/* put a chest into the map, near x and y, with the treasure style 206/* 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, 207 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 */ 208 if the global variable "treasurestyle" is set to that treasure list's name */
173 209
210object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 211place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
212{
175 object *the_chest; 213 object *the_chest;
176 int i,xl,yl; 214 int i, xl, yl;
177 215
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 216 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 217
180 /* first, find a place to put the chest. */ 218 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 219 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 220 if (i == -1)
183 free_object(the_chest); 221 {
222 the_chest->destroy ();
184 return NULL; 223 return NULL;
185 } 224 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 225
226 xl = x + freearr_x[i];
227 yl = y + freearr_y[i];
187 228
188 /* if the placement is blocked, return a fail. */ 229 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 230 if (wall_blocked (map, xl, yl))
190 231 return 0;
191 232
192 /* put the treasures in the chest. */ 233 /* put the treasures in the chest. */
193 /* if(style_map) { */ 234 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 235#if 0 /* don't use treasure style maps for now! */
195 int ti; 236 int ti;
237
196 /* if treasurestyle lists a treasure list, use it. */ 238 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240
198 if(tlist!=NULL) 241 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 242 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 244 object *new_treasure = style_map->pick_random_object ();
245
201 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);
202 } 247 }
203 else { /* use the style map */ 248 else
249 { /* use the style map */
250 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures;
252 }
253#endif
254 { /* neither style_map no treasure list given */
255 treasurelist *tlist = treasurelist::find ("chest");
256
204 the_chest->randomitems=tlist; 257 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
206 } 259 }
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 }
213 260
214 /* stick a trap in the chest if required */ 261 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 262 if (treasureoptions & TRAPPED)
263 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 265 object *the_trap;
266
218 if(trap_map) { 267 if (trap_map)
268 {
219 the_trap= pick_random_object(trap_map); 269 the_trap = trap_map->pick_random_object ();
220 the_trap->stats.Cha = 10+RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
222 if(the_trap) { 272 if (the_trap)
273 {
223 object *new_trap; 274 object *new_trap;
275
224 new_trap = arch_to_object(the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 277 new_trap->copy_to (the_trap);
226 new_trap->x = x; 278 new_trap->x = x;
227 new_trap->y = y; 279 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 280 insert_ob_in_ob (new_trap, the_chest);
281 }
229 } 282 }
230 }
231 } 283 }
232 284
233 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
234 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
235 there's only 1 treasure....*/ 287 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 {
238 char keybuf[256]; 290 char keybuf[1024];
239 sprintf(keybuf,"%d",(int)RANDOM()); 291
292 sprintf (keybuf, "%d", rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 293 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 295 }
243 296
244 /* actually place the chest. */ 297 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 298 the_chest->x = xl;
299 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 300 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 301 return the_chest;
248} 302}
249 303
250 304
251/* finds the closest monster and returns him, regardless of doors 305/* finds the closest monster and returns him, regardless of doors
252 or walls */ 306 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 307object *
308find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{
254 int i; 310 int i;
311
255 for(i=0;i<SIZEOFFREE;i++) { 312 for (i = 0; i < SIZEOFFREE; i++)
313 {
256 int lx,ly; 314 int lx, ly;
315
257 lx=x+freearr_x[i]; 316 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 317 ly = y + freearr_y[i];
259 /* boundscheck */ 318 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 320 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 {
263 object *the_monster=get_map_ob(map,lx,ly); 323 object *the_monster = GET_MAP_OB (map, lx, ly);
324
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 325 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)) 326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 327 return the_monster;
328 }
267 } 329 }
268 }
269 return NULL; 330 return NULL;
270} 331}
271 332
272 333
273 334
274/* places keys in the map, preferably in something alive. 335/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 336 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 337 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. 338 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: 339 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. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 341
281 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
282 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
283*/ 344*/
284 345int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347{
286 int i,j; 348 int i, j;
287 int kx,ky; 349 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 351 object *the_key;
290 352
291 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 354 the_key = get_archetype ("key2");
293 the_key->slaying = add_string(keycode); 355 the_key->slaying = keycode;
294 356
295
296 if(door_flag==PASS_DOORS) { 357 if (door_flag == PASS_DOORS)
358 {
297 int tries=0; 359 int tries = 0;
360
298 the_keymaster=NULL; 361 the_keymaster = 0;
299 while(tries<15&&the_keymaster==NULL) { 362 while (tries < 15 && !the_keymaster)
300 i = (RANDOM()%(RP->Xsize-2))+1; 363 {
301 j = (RANDOM()%(RP->Ysize-2))+1; 364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
302 tries++; 366 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
304 } 368 }
369
305 /* 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. */
306 if(the_keymaster==NULL) { 371 if (!the_keymaster)
372 {
307 int freeindex; 373 int freeindex;
308 374
309 freeindex = -1; 375 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
311 kx = (RANDOM()%(RP->Xsize-2))+1; 377 {
312 ky = (RANDOM()%(RP->Ysize-2))+1; 378 kx = rndm (RP->Xsize - 2) + 1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky); 379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
314 } 389 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 } 390 }
319 } 391 else
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/ 392 { /* NO_PASS_DOORS --we have to work harder. */
322 /* don't try to keyplace if we're sitting on a blocked square and 393 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
324 if(n_keys==1) { 395 if (n_keys == 1)
396 {
325 if(wall_blocked(map,x,y)) return 0; 397 if (wall_blocked (map, x, y))
398 return 0;
399
326 the_keymaster=find_monster_in_room(map,x,y,RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
327 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. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
329 } 403 }
330 else { 404 else
405 {
331 int sum=0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
407
332 /* 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. */
333 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);
334 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);
335 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);
336 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
337 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. */
338 { /* diagnoally this time. */ 415 { /* diagonally this time. */
339 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);
340 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);
341 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);
342 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);
343 } 420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
344 return 1; 431 return 1;
345 }
346 } 432 }
347 433
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); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
356 return 1; 435 return 1;
357} 436}
358 437
359 438
360 439
361/* both find_monster_in_room routines need to have access to this. */ 440/* both find_monster_in_room routines need to have access to this. */
362 441
363object *theMonsterToFind; 442object *theMonsterToFind;
364 443
365/* a recursive routine which will return a monster, eventually,if there is one. 444/* 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 */ 445 it does a check-off on the layout, converting 0's to 1's */
367 446
447object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
449{
369 int i,j; 450 int i, j;
451
370 /* if we've found a monster already, leave */ 452 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 453 if (theMonsterToFind != NULL)
454 return theMonsterToFind;
372 455
373 /* bounds check x and y */ 456 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 457 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
458 return theMonsterToFind;
375 459
376 /* if the square is blocked or searched already, leave */ 460 /* if the square is blocked or searched already, leave */
461 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 462 return theMonsterToFind; /* might be NULL, that's fine. */
378 463
379 /* check the current square for a monster. If there is one, 464 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 465 set theMonsterToFind and return it. */
381 layout[x][y]=1; 466 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 {
383 object *the_monster = get_map_ob(map,x,y); 469 object *the_monster = GET_MAP_OB (map, x, y);
470
384 /* check off this point */ 471 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 472 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)) { 473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
474 {
387 theMonsterToFind=the_monster; 475 theMonsterToFind = the_monster;
388 return theMonsterToFind; 476 return theMonsterToFind;
389 } 477 }
390 } 478 }
391 479
392 /* 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 */
393 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++)
482 {
394 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);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 484 if (theMonsterToFind != NULL)
485 return theMonsterToFind;
396 } 486 }
397 return theMonsterToFind; 487 return theMonsterToFind;
398} 488}
399 489
400 490
401/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
402 real work. */ 492 real work. */
403 493
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 494object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
496{
405 char **layout2; 497 char **layout2;
406 int i,j; 498 int i, j;
499
407 theMonsterToFind=0; 500 theMonsterToFind = 0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 503 for (i = 0; i < RP->Xsize; i++)
504 {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) { 506 for (j = 0; j < RP->Ysize; j++)
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 507 if (wall_blocked (map, i, j))
414 } 508 layout2[i][j] = '#';
415 } 509 }
510
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 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) { 514 for (i = 0; i < RP->Xsize; i++)
420 free(layout2[i]); 515 free (layout2[i]);
421 } 516
422 free(layout2); 517 free (layout2);
423 518
424 return theMonsterToFind; 519 return theMonsterToFind;
425} 520}
426
427 521
428
429
430/* 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 */
431int *room_free_spots_x; 523int *room_free_spots_x;
432int *room_free_spots_y; 524int *room_free_spots_y;
433int number_of_free_spots_in_room; 525int number_of_free_spots_in_room;
434 526
435/* the workhorse routine, which finds the free spots in a room: 527/* the workhorse routine, which finds the free spots in a room:
436a 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
437that datastructure. */ 529that datastructure. */
438 530void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 531find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
532{
440 int i,j; 533 int i, j;
441 534
442 /* bounds check x and y */ 535 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 536 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
537 return;
444 538
445 /* if the square is blocked or searched already, leave */ 539 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 540 if (layout[x][y] != 0)
541 return;
447 542
448 /* set the current square as checked, and add it to the list. 543 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 544 set theMonsterToFind and return it. */
450 /* check off this point */ 545 /* check off this point */
451 layout[x][y]=1; 546 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 547 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 548 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 549 number_of_free_spots_in_room++;
550
455 /* 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 */
456 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++)
457 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);
458 }
459 554
460} 555}
461 556
462/* 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. */
558void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 559find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
560{
464 char **layout2; 561 char **layout2;
465 int i,j; 562 int i, j;
563
466 number_of_free_spots_in_room=0; 564 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 565 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); 566 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 567
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 568 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 569 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 570 for (i = 0; i < RP->Xsize; i++)
571 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 572 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 573 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 574 if (wall_blocked (map, i, j))
476 } 575 layout2[i][j] = '#';
477 } 576 }
478 577
479 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
481 580
482 if(number_of_free_spots_in_room > 0) { 581 if (number_of_free_spots_in_room > 0)
582 {
483 i = RANDOM()%number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
486 } 586 }
487 587
488 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 589 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 590 free (layout2[i]);
491 } 591
492 free(layout2); 592 free (layout2);
493 free(room_free_spots_x); 593 free (room_free_spots_x);
494 free(room_free_spots_y); 594 free (room_free_spots_y);
495} 595}
496 596
497 597
498/* 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
499 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
500 it'll return 0 if no FREE spots are found.*/ 600 it'll return 0 if no FREE spots are found.*/
501 601void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{
503 int x,y; 604 int x, y;
504 int i; 605 int i;
606
505 x = *cx;y=*cy; 607 x = *cx;
608 y = *cy;
506 609
507 for(i=0;i<=SIZEOFFREE1;i++) { 610 for (i = 0; i <= SIZEOFFREE1; i++)
611 {
508 int lx,ly,sindex; 612 int lx, ly, sindex;
613
509 lx = x +freearr_x[i]; 614 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 615 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 616 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 617 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 619 {
620 *cx = lx;
621 *cy = ly;
515 return; 622 return;
516 } 623 }
517 } 624 }
518 625
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 626 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 627 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 628 for (i = 0; i <= SIZEOFFREE1; i++)
629 {
522 int lx,ly,sindex; 630 int lx, ly, sindex;
631
523 lx = x +freearr_x[i]; 632 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 633 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 634 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 635 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 637 {
638 *cx = lx;
639 *cy = ly;
529 return; 640 return;
530 } 641 }
531 } 642 }
532 643
533 /* settle for one surround point */ 644 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 645 for (i = 0; i <= SIZEOFFREE1; i++)
646 {
535 int lx,ly,sindex; 647 int lx, ly, sindex;
648
536 lx = x +freearr_x[i]; 649 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 650 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 651 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 652 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 653 if (sindex)
541 *cx= lx;*cy= ly; 654 {
655 *cx = lx;
656 *cy = ly;
542 return; 657 return;
543 } 658 }
544 } 659 }
545 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 662
663 if (i != -1)
664 {
548 *cx = x +freearr_x[i]; 665 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 666 *cy = y + freearr_y[i];
667 }
668 else
669 {
670 /* indicate failure */
671 *cx = -1;
672 *cy = -1;
673 }
674}
675
676void
677remove_monsters (int x, int y, maptile *map)
678{
679 object *tmp;
680
681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
683 {
684 if (tmp->head)
685 tmp = tmp->head;
686 tmp->remove ();
687 tmp->destroy ();
688 tmp = GET_MAP_OB (map, x, y);
689 if (tmp == NULL)
690 break;
691 };
692}
693
694/* surrounds the point x,y by doors, so as to enclose something, like
695 a chest. It only goes as far as the 8 squares surrounding, and
696 it'll remove any monsters it finds.*/
697object **
698surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
699{
700 int i;
701 const char *doors[2];
702 object **doorlist;
703 int ndoors_made = 0;
704 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
705
706 /* this is a list we pick from, for horizontal and vertical doors */
707 if (opts & DOORED)
708 {
709 doors[0] = "locked_door2";
710 doors[1] = "locked_door1";
711 }
712 else
713 {
714 doors[0] = "door_1";
715 doors[1] = "door_2";
716 }
717
718 /* place doors in all the 8 adjacent unblocked squares. */
719 for (i = 1; i < 9; i++)
720 {
721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
722
723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
724 { /* place a door */
725 remove_monsters (x1, y1, map);
726
727 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
728 map->insert (new_door, x1, y1);
729 doorlist[ndoors_made] = new_door;
730 ndoors_made++;
731 }
732 }
733
734 return doorlist;
735}
736
737
738/* returns the first door in this square, or NULL if there isn't a door. */
739object *
740door_in_square (maptile *map, int x, int y)
741{
742 object *tmp;
743
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp;
747 return NULL;
748}
749
750/* the workhorse routine, which finds the doors in a room */
751void
752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
753{
754 int i, j;
755 object *door;
756
757 /* bounds check x and y */
758 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
550 return; 759 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 760
761 /* if the square is blocked or searched already, leave */
762 if (layout[x][y] == 1)
763 return;
556 764
557void remove_monsters(int x,int y,mapstruct *map) { 765 /* check off this point */
558 object *tmp; 766 if (layout[x][y] == '#')
767 { /* there could be a door here */
768 layout[x][y] = 1;
769 door = door_in_square (map, x, y);
770 if (door)
771 {
772 doorlist[*ndoors] = door;
559 773
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 774 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 775 {
562 if(tmp->head) tmp=tmp->head; 776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 777 return;
564 free_object(tmp); 778 }
565 tmp=get_map_ob(map,x,y); 779
566 if(tmp==NULL) break; 780 *ndoors = *ndoors + 1;
781 }
567 }; 782 }
568}
569
570
571/* 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
573 it'll remove any monsters it finds.*/
574
575object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) {
576 int i;
577 char *doors[2];
578 object **doorlist;
579 int ndoors_made=0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */
581
582 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) {
584 doors[0]="locked_door2";
585 doors[1]="locked_door1";
586 }
587 else { 783 else
588 doors[0]="door_1";
589 doors[1]="door_2";
590 }
591
592 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i];
595 784 {
785 layout[x][y] = 1;
786
787 /* now search all the 8 squares around recursively for free spots,in random order */
788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
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);
792 }
793}
794
795/* find a random non-blocked spot in this room to drop a key. */
796object **
797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
798{
799 int i, j;
800 int ndoors = 0;
801
802 object **doorlist = (object **) calloc (sizeof (int), 1024);
803
804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
806 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++)
808 for (j = 0; j < RP->Ysize; j++)
596 if(!wall_blocked(map,x1,y1) 809 if (wall_blocked (map, i, j))
597 || layout[x1][y1]=='>') {/* place a door */ 810 layout2[i][j] = '#';
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 811
599 new_door->x = x + freearr_x[i]; 812 /* setup num_free_spots and room_free_spots */
600 new_door->y = y + freearr_y[i]; 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
601 remove_monsters(new_door->x,new_door->y,map); 814
602 insert_ob_in_map(new_door,map,NULL,0);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 }
607 return doorlist; 815 return doorlist;
608} 816}
609 817
610
611/* returns the first door in this square, or NULL if there isn't a door. */
612object *door_in_square(mapstruct *map,int x,int y) {
613 object *tmp;
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp;
616 return NULL;
617}
618
619
620/* the workhorse routine, which finds the doors in a room */
621void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) {
622 int i,j;
623 object *door;
624
625 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
627
628 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return;
630
631 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */
633 layout[x][y]=1;
634 door=door_in_square(map,x,y);
635 if(door!=NULL) {
636 doorlist[*ndoors]=door;
637 if(*ndoors>254) /* eek! out of memory */
638 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return;
641 }
642 *ndoors=*ndoors+1;
643 }
644 }
645 else {
646 layout[x][y]=1;
647 /* 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++) {
649 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP);
650 }
651 }
652}
653
654/* 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) {
656 char **layout2;
657 object **doorlist;
658 int i,j;
659 int ndoors=0;
660
661 doorlist = (object **)calloc(sizeof(int),256);
662
663
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) {
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) {
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
670 }
671 }
672
673 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP);
675
676 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) {
678 free(layout2[i]);
679 }
680 free(layout2);
681 return doorlist;
682}
683
684
685
686/* 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
687 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
688 820void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
822{
690 object *door; 823 object *door;
691 int i; 824 int i;
825
692 /* lock the doors and hide the keys. */ 826 /* lock the doors and hide the keys. */
693 827
694 if(opts & DOORED) { 828 if (opts & DOORED)
829 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 830 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
831 {
696 object *new_door=get_archetype("locked_door1"); 832 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 833 char keybuf[1024];
834
698 door=doorlist[i]; 835 door = doorlist[i];
699 new_door->face = door->face; 836 new_door->face = door->face;
700 new_door->x = door->x; 837 new_door->x = door->x;
701 new_door->y = door->y; 838 new_door->y = door->y;
702 remove_ob(door); 839 door->remove ();
703 free_object(door); 840 door->destroy ();
704 doorlist[i]=new_door; 841 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 842 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 843 sprintf (keybuf, "%d", rndm (1000000000));
707 new_door->slaying = add_string(keybuf); 844 new_door->slaying = keybuf;
708 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);
709 } 846 }
710 } 847 }
711 848
712 /* change the faces of the doors and surrounding walls to hide them. */ 849 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 850 if (opts & HIDDEN)
851 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 852 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
853 {
715 object *wallface; 854 object *wallface;
855
716 door=doorlist[i]; 856 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 857 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 858 if (wallface != NULL)
859 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 860 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 861 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 862 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 863 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
723 door->face = wallface->face; 864 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 865 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
725 free_object(wallface); 866 wallface->remove ();
867 wallface->destroy ();
868 }
726 } 869 }
727 }
728 } 870 }
729} 871}

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