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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#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 */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 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}
49 52
50/* 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
51 * and doors but not monsters. 54 * and doors but not monsters.
52 * This function is not map tile aware. 55 * This function is not map tile aware.
53 */ 56 */
54
55int 57int
56wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
57{ 59{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 61 return 1;
62
63 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 65}
65 66
66/* place treasures in the map, given the 67/* place treasures in the map, given the
67map, (required) 68map, (required)
68layout, (required) 69layout, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
71*/ 72*/
72
73void 73void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 75{
76 char styledirname[1024]; 76 char styledirname[1024];
77 char stylefilepath[1024]; 77 char stylefilepath[1024];
80 80
81 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 82 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
84 return; 84 return;
85
85 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
87 88
88 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 91 {
91 if (RANDOM () % 2) 92 if (rndm (2))
92 treasureoptions -= 1; 93 treasureoptions -= 1;
93 else 94 else
94 treasureoptions -= 2; 95 treasureoptions -= 2;
95 } 96 }
96 97
97 /* pick the number of treasures */ 98 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
101 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);
102 else 103 else
103 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);
104 105
105 if (num_treasures <= 0) 106 if (num_treasures <= 0)
106 return; 107 return;
107 108
108 /* get the style map */ 109 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 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 }
112 119
113 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
115 { 122 {
116 123
129 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
130 { 137 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 139 {
133 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 141 object *chest;
136 142
137 if (tdiv == 3) 143 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 144 tdiv = 2; /* this symmetry uses a divisor of 2 */
139 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
141 if (!chest) 148 if (!chest)
142 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
143 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
144 { 152 {
145 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 155 free (doorlist);
148 } 156 }
149 } 157 }
150 } 158 }
159 167
160 i = j = -1; 168 i = j = -1;
161 tries = 0; 169 tries = 0;
162 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
163 { 171 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
167 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
168 i = -1; 176 i = -1;
169 tries++; 177 tries++;
170 } 178 }
186 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
187 int ti, i, j; 195 int ti, i, j;
188 196
189 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
190 { 198 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 202 }
195 } 203 }
196} 204}
197 205
212 if (i == -1) 220 if (i == -1)
213 { 221 {
214 the_chest->destroy (); 222 the_chest->destroy ();
215 return NULL; 223 return NULL;
216 } 224 }
225
217 xl = x + freearr_x[i]; 226 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 227 yl = y + freearr_y[i];
219 228
220 /* if the placement is blocked, return a fail. */ 229 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 230 if (wall_blocked (map, xl, yl))
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 240
232 if (tlist != NULL) 241 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 243 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
236 245
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 247 }
239 else 248 else
240 { /* use the style map */ 249 { /* use the style map */
241 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
243 } 252 }
244#endif 253#endif
245 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
247 256
248 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
250 } 259 }
251 260
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap; 265 object *the_trap;
257 266
258 if (trap_map) 267 if (trap_map)
259 { 268 {
260 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
261 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
263 if (the_trap) 272 if (the_trap)
264 { 273 {
265 object *new_trap; 274 object *new_trap;
266 275
267 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
274 } 283 }
275 284
276 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 289 {
282 char keybuf[1024]; 290 char keybuf[1024];
283 291
284 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
285 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
287 } 295 }
288 296
289 /* actually place the chest. */ 297 /* actually place the chest. */
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333 341
334 The idea is that you call keyplace on x,y where a door is, and it'll make 342 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
336*/ 344*/
337
338int 345int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{ 347{
341 int i, j; 348 int i, j;
342 int kx, ky; 349 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 351 object *the_key;
345 352
346 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
349 356
350 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
351 { 358 {
352 int tries = 0; 359 int tries = 0;
353 360
354 the_keymaster = NULL; 361 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
356 { 363 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
359 tries++; 366 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 368 }
369
362 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL) 371 if (!the_keymaster)
364 { 372 {
365 int freeindex; 373 int freeindex;
366 374
367 freeindex = -1; 375 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 { 377 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 381 }
382
383 // can freeindex ever be < 0?
374 if (freeindex != -1) 384 if (freeindex >= 0)
375 { 385 {
376 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
377 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
378 } 388 }
379 } 389 }
380 } 390 }
381 else 391 else
382 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
384 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
385 if (n_keys == 1) 395 if (n_keys == 1)
386 { 396 {
387 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
388 return 0; 398 return 0;
399
389 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
390 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. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 } 403 }
393 else 404 else
394 { 405 {
395 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
397 /* 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. */
398 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);
399 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);
400 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);
401 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
402 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. */
403 { /* diagnoally this time. */ 415 { /* diagonally this time. */
404 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);
405 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);
406 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);
407 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);
408 } 420 }
421
409 return 1; 422 return 1;
410 } 423 }
411 } 424 }
412 425
413 if (the_keymaster == NULL) 426 if (!the_keymaster)
414 { 427 {
415 the_key->x = kx; 428 the_key->x = kx;
416 the_key->y = ky; 429 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 431 return 1;
419 } 432 }
420 433
421 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 435 return 1;
423} 436}
424 437
425 438
426 439
463 return theMonsterToFind; 476 return theMonsterToFind;
464 } 477 }
465 } 478 }
466 479
467 /* 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 */
468 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++)
469 { 482 {
470 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);
471 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 485 return theMonsterToFind;
473 } 486 }
489 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
491 { 504 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
497 }
498 } 509 }
510
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 512
501 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
502 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]); 515 free (layout2[i]);
505 } 516
506 free (layout2); 517 free (layout2);
507 518
508 return theMonsterToFind; 519 return theMonsterToFind;
509} 520}
510
511
512
513 521
514/* 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 */
515int *room_free_spots_x; 523int *room_free_spots_x;
516int *room_free_spots_y; 524int *room_free_spots_y;
517int number_of_free_spots_in_room; 525int number_of_free_spots_in_room;
518 526
519/* the workhorse routine, which finds the free spots in a room: 527/* the workhorse routine, which finds the free spots in a room:
520a 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
521that datastructure. */ 529that datastructure. */
522
523void 530void
524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 531find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
525{ 532{
526 int i, j; 533 int i, j;
527 534
538 /* check off this point */ 545 /* check off this point */
539 layout[x][y] = 1; 546 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 547 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 548 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 549 number_of_free_spots_in_room++;
550
543 /* 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 */
544 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++)
545 {
546 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);
547 }
548 554
549} 555}
550 556
551/* 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. */
552void 558void
563 /* allocate and copy the layout, converting C to 0. */ 569 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 570 for (i = 0; i < RP->Xsize; i++)
565 { 571 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 572 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 573 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 574 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 575 layout2[i][j] = '#';
571 }
572 } 576 }
573 577
574 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
576 580
577 if (number_of_free_spots_in_room > 0) 581 if (number_of_free_spots_in_room > 0)
578 { 582 {
579 i = RANDOM () % number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
582 } 586 }
583 587
584 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 589 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 590 free (layout2[i]);
588 } 591
589 free (layout2); 592 free (layout2);
590 free (room_free_spots_x); 593 free (room_free_spots_x);
591 free (room_free_spots_y); 594 free (room_free_spots_y);
592} 595}
593 596
594 597
595/* 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
596 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
597 it'll return 0 if no FREE spots are found.*/ 600 it'll return 0 if no FREE spots are found.*/
598
599void 601void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{ 603{
602 int x, y; 604 int x, y;
603 int i; 605 int i;
654 *cy = ly; 656 *cy = ly;
655 return; 657 return;
656 } 658 }
657 } 659 }
658 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
659 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
660 if (i != -1 && i <= SIZEOFFREE1) 662
663 if (i != -1)
661 { 664 {
662 *cx = x + freearr_x[i]; 665 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 666 *cy = y + freearr_y[i];
664 return; 667 }
668 else
665 } 669 {
666 /* indicate failure */ 670 /* indicate failure */
671 *cx = -1;
667 *cx = *cy = -1; 672 *cy = -1;
673 }
668} 674}
669
670 675
671void 676void
672remove_monsters (int x, int y, maptile *map) 677remove_monsters (int x, int y, maptile *map)
673{ 678{
674 object *tmp; 679 object *tmp;
675 680
676 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 683 {
679 if (tmp->head) 684 if (tmp->head)
680 tmp = tmp->head; 685 tmp = tmp->head;
681 tmp->remove (); 686 tmp->remove ();
684 if (tmp == NULL) 689 if (tmp == NULL)
685 break; 690 break;
686 }; 691 };
687} 692}
688 693
689
690/* surrounds the point x,y by doors, so as to enclose something, like 694/* surrounds the point x,y by doors, so as to enclose something, like
691 a chest. It only goes as far as the 8 squares surrounding, and 695 a chest. It only goes as far as the 8 squares surrounding, and
692 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
693
694object ** 697object **
695surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 698surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
696{ 699{
697 int i; 700 int i;
698 char *doors[2]; 701 const char *doors[2];
699 object **doorlist; 702 object **doorlist;
700 int ndoors_made = 0; 703 int ndoors_made = 0;
701 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 704 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
702 705
703 /* this is a list we pick from, for horizontal and vertical doors */ 706 /* this is a list we pick from, for horizontal and vertical doors */
715 /* place doors in all the 8 adjacent unblocked squares. */ 718 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 719 for (i = 1; i < 9; i++)
717 { 720 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 722
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 724 { /* place a door */
725 remove_monsters (x1, y1, map);
726
722 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 727 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
723 728 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 729 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 730 ndoors_made++;
730 } 731 }
731 } 732 }
733
732 return doorlist; 734 return doorlist;
733} 735}
734 736
735 737
736/* returns the first door in this square, or NULL if there isn't a door. */ 738/* returns the first door in this square, or NULL if there isn't a door. */
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 746 return tmp;
745 return NULL; 747 return NULL;
746} 748}
747
748 749
749/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
750void 751void
751find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
752{ 753{
767 layout[x][y] = 1; 768 layout[x][y] = 1;
768 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
769 if (door) 770 if (door)
770 { 771 {
771 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
772 if (*ndoors > 1022) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
773 { 775 {
774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
775 return; 777 return;
776 } 778 }
779 } 781 }
780 } 782 }
781 else 783 else
782 { 784 {
783 layout[x][y] = 1; 785 layout[x][y] = 1;
786
784 /* now search all the 8 squares around recursively for free spots,in random order */ 787 /* now search all the 8 squares around recursively for free spots,in random order */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 789 find_doors_in_room_recursive (layout, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP);
787 } 792 }
788} 793}
789 794
790/* find a random non-blocked spot in this room to drop a key. */ 795/* find a random non-blocked spot in this room to drop a key. */
791object ** 796object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
793{ 798{
794 char **layout2;
795 object **doorlist;
796 int i, j; 799 int i, j;
797 int ndoors = 0; 800 int ndoors = 0;
798 801
799 doorlist = (object **) calloc (sizeof (int), 1024); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
800 803
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
802 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
807 {
808 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
810 }
811 }
812 811
813 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
815 814
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist; 815 return doorlist;
822} 816}
823
824
825 817
826/* 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
827 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
828
829void 820void
830lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
831{ 822{
832 object *door; 823 object *door;
833 int i; 824 int i;
847 new_door->y = door->y; 838 new_door->y = door->y;
848 door->remove (); 839 door->remove ();
849 door->destroy (); 840 door->destroy ();
850 doorlist[i] = new_door; 841 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 843 sprintf (keybuf, "%d", rndm (1000000000));
853 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
854 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);
855 } 846 }
856 } 847 }
857 848

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