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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.16 by root, Mon Jan 15 01:55:22 2007 UTC vs.
Revision 1.34 by root, Sun Apr 13 22:54:08 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);
112 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
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
117 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
119 { 125 {
120 case LAYOUT_ONION: 126 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
130 { 136 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 138 {
133 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 140 object *chest;
136 141
137 if (tdiv == 3) 142 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
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);
175
167 if (wall_blocked (map, i, j)) 176 if (wall_blocked (map, i, j))
168 i = -1; 177 i = -1;
178
169 tries++; 179 tries++;
170 } 180 }
181
171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
183
172 if (!chest) 184 if (!chest)
173 return; 185 return;
186
174 i = chest->x; 187 i = chest->x;
175 j = chest->y; 188 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 189 if (treasureoptions & (DOORED | HIDDEN))
177 { 190 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 199 { /* DIFFUSE treasure layout */
187 int ti, i, j; 200 int ti, i, j;
188 201
189 for (ti = 0; ti < num_treasures; ti++) 202 for (ti = 0; ti < num_treasures; ti++)
190 { 203 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 204 i = rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 205 j = rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 207 }
195 } 208 }
196} 209}
197 210
198/* put a chest into the map, near x and y, with the treasure style 211/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 212 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 213 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 214object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 216{
205 object *the_chest; 217 object *the_chest;
206 int i, xl, yl; 218 int i, xl, yl;
212 if (i == -1) 224 if (i == -1)
213 { 225 {
214 the_chest->destroy (); 226 the_chest->destroy ();
215 return NULL; 227 return NULL;
216 } 228 }
229
217 xl = x + freearr_x[i]; 230 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 231 yl = y + freearr_y[i];
219 232
220 /* if the placement is blocked, return a fail. */ 233 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 234 if (wall_blocked (map, xl, yl))
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 244
232 if (tlist != NULL) 245 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 246 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 247 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 248 object *new_treasure = style_map->pick_random_object ();
236 249
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 251 }
239 else 252 else
240 { /* use the style map */ 253 { /* use the style map */
241 the_chest->randomitems = tlist; 254 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 255 the_chest->stats.hp = n_treasures;
243 } 256 }
244#endif 257#endif
245 { /* neither style_map no treasure list given */ 258 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 259 treasurelist *tlist = treasurelist::find ("chest");
247 260
248 the_chest->randomitems = tlist; 261 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 262 the_chest->stats.hp = n_treasures;
250 } 263 }
251 264
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap; 269 object *the_trap;
257 270
258 if (trap_map) 271 if (trap_map)
259 { 272 {
260 the_trap = pick_random_object (trap_map); 273 the_trap = trap_map->pick_random_object ();
261 the_trap->stats.Cha = 10 + RP->difficulty; 274 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
263 if (the_trap) 276 if (the_trap)
264 { 277 {
265 object *new_trap; 278 object *new_trap;
266 279
267 new_trap = arch_to_object (the_trap->arch); 280 new_trap = arch_to_object (the_trap->arch);
274 } 287 }
275 288
276 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 290 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 293 {
282 char keybuf[1024]; 294 char keybuf[1024];
283 295
284 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
285 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
287 } 299 }
288 300
289 /* actually place the chest. */ 301 /* actually place the chest. */
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333 345
334 The idea is that you call keyplace on x,y where a door is, and it'll make 346 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. 347 sure a key is placed on both sides of the door.
336*/ 348*/
337
338int 349int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{ 351{
341 int i, j; 352 int i, j;
342 int kx, ky; 353 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 354 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 355 object *the_key;
345 356
346 /* get a key and set its keycode */ 357 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 358 the_key = get_archetype ("key2");
349 360
350 if (door_flag == PASS_DOORS) 361 if (door_flag == PASS_DOORS)
351 { 362 {
352 int tries = 0; 363 int tries = 0;
353 364
354 the_keymaster = NULL; 365 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 366 while (tries < 15 && !the_keymaster)
356 { 367 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
359 tries++; 370 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 372 }
373
362 /* if we don't find a good keymaster, drop the key on the ground. */ 374 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL) 375 if (!the_keymaster)
364 { 376 {
365 int freeindex; 377 int freeindex;
366 378
367 freeindex = -1; 379 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 { 381 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
372 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 385 }
374 386
387 // can freeindex ever be < 0?
375 if (freeindex != -1) 388 if (freeindex >= 0)
376 { 389 {
377 kx += freearr_x[freeindex]; 390 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 391 ky += freearr_y [freeindex];
379 } 392 }
380 } 393 }
381 } 394 }
382 else 395 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 396 { /* NO_PASS_DOORS --we have to work harder. */
387 { 400 {
388 if (wall_blocked (map, x, y)) 401 if (wall_blocked (map, x, y))
389 return 0; 402 return 0;
390 403
391 the_keymaster = find_monster_in_room (map, x, y, RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 407 }
395 else 408 else
396 { 409 {
397 int sum = 0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 412 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 413 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); 414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 419 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 420 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); 421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 424 }
425
411 return 1; 426 return 1;
412 } 427 }
413 } 428 }
414 429
415 if (the_keymaster == NULL) 430 if (!the_keymaster)
416 { 431 {
417 the_key->x = kx; 432 the_key->x = kx;
418 the_key->y = ky; 433 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 435 return 1;
421 } 436 }
422 437
423 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
424 return 1; 439 return 1;
425} 440}
426 441
427 442
428 443
465 return theMonsterToFind; 480 return theMonsterToFind;
466 } 481 }
467 } 482 }
468 483
469 /* 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 */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 486 {
472 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);
473 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 489 return theMonsterToFind;
475 } 490 }
491 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++) 507 for (i = 0; i < RP->Xsize; i++)
493 { 508 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++) 510 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j)) 511 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#'; 512 layout2[i][j] = '#';
499 }
500 } 513 }
514
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 516
503 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
504 for (i = 0; i < RP->Xsize; i++) 518 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]); 519 free (layout2[i]);
507 } 520
508 free (layout2); 521 free (layout2);
509 522
510 return theMonsterToFind; 523 return theMonsterToFind;
511} 524}
512
513
514
515 525
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 526/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 527int *room_free_spots_x;
518int *room_free_spots_y; 528int *room_free_spots_y;
519int number_of_free_spots_in_room; 529int number_of_free_spots_in_room;
520 530
521/* the workhorse routine, which finds the free spots in a room: 531/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 532a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 533that datastructure. */
524
525void 534void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 535find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 536{
528 int i, j; 537 int i, j;
529 538
540 /* check off this point */ 549 /* check off this point */
541 layout[x][y] = 1; 550 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 551 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 552 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 553 number_of_free_spots_in_room++;
554
545 /* now search all the 8 squares around recursively for free spots,in random order */ 555 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 556 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 557 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 558
551} 559}
552 560
553/* find a random non-blocked spot in this room to drop a key. */ 561/* find a random non-blocked spot in this room to drop a key. */
554void 562void
565 /* allocate and copy the layout, converting C to 0. */ 573 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 574 for (i = 0; i < RP->Xsize; i++)
567 { 575 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 576 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 577 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 578 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 579 layout2[i][j] = '#';
573 }
574 } 580 }
575 581
576 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
578 584
579 if (number_of_free_spots_in_room > 0) 585 if (number_of_free_spots_in_room > 0)
580 { 586 {
581 i = RANDOM () % number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
584 } 590 }
585 591
586 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 593 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 594 free (layout2[i]);
590 } 595
591 free (layout2); 596 free (layout2);
592 free (room_free_spots_x); 597 free (room_free_spots_x);
593 free (room_free_spots_y); 598 free (room_free_spots_y);
594} 599}
595 600
596 601
597/* searches the map for a spot with walls around it. The more 602/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 603 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 604 it'll return 0 if no FREE spots are found.*/
600
601void 605void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 606find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 607{
604 int x, y; 608 int x, y;
605 int i; 609 int i;
656 *cy = ly; 660 *cy = ly;
657 return; 661 return;
658 } 662 }
659 } 663 }
660 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 666
667 if (i != -1)
663 { 668 {
664 *cx = x + freearr_x[i]; 669 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 670 *cy = y + freearr_y[i];
666 return; 671 }
672 else
667 } 673 {
668 /* indicate failure */ 674 /* indicate failure */
675 *cx = -1;
669 *cx = *cy = -1; 676 *cy = -1;
677 }
670} 678}
671
672 679
673void 680void
674remove_monsters (int x, int y, maptile *map) 681remove_monsters (int x, int y, maptile *map)
675{ 682{
676 object *tmp; 683 object *tmp;
677 684
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 687 {
681 if (tmp->head) 688 if (tmp->head)
682 tmp = tmp->head; 689 tmp = tmp->head;
683 tmp->remove (); 690 tmp->remove ();
686 if (tmp == NULL) 693 if (tmp == NULL)
687 break; 694 break;
688 }; 695 };
689} 696}
690 697
691
692/* surrounds the point x,y by doors, so as to enclose something, like 698/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 699 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
695
696object ** 701object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 703{
699 int i; 704 int i;
700 char *doors[2]; 705 const char *doors[2];
701 object **doorlist; 706 object **doorlist;
702 int ndoors_made = 0; 707 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 709
705 /* this is a list we pick from, for horizontal and vertical doors */ 710 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 722 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 723 for (i = 1; i < 9; i++)
719 { 724 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 726
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 728 { /* place a door */
729 remove_monsters (x1, y1, map);
730
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 732 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 733 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 734 ndoors_made++;
732 } 735 }
733 } 736 }
737
734 return doorlist; 738 return doorlist;
735} 739}
736 740
737 741
738/* returns the first door in this square, or NULL if there isn't a door. */ 742/* returns the first door in this square, or NULL if there isn't a door. */
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 750 return tmp;
747 return NULL; 751 return NULL;
748} 752}
749
750 753
751/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
752void 755void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 757{
769 layout[x][y] = 1; 772 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 773 door = door_in_square (map, x, y);
771 if (door) 774 if (door)
772 { 775 {
773 doorlist[*ndoors] = door; 776 doorlist[*ndoors] = door;
777
774 if (*ndoors > 1022) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
775 { 779 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 781 return;
778 } 782 }
781 } 785 }
782 } 786 }
783 else 787 else
784 { 788 {
785 layout[x][y] = 1; 789 layout[x][y] = 1;
790
786 /* now search all the 8 squares around recursively for free spots,in random order */ 791 /* now search all the 8 squares around recursively for free spots,in random order */
787 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 793 find_doors_in_room_recursive (layout, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 doorlist, ndoors, RP);
789 } 796 }
790} 797}
791 798
792/* find a random non-blocked spot in this room to drop a key. */ 799/* find a random non-blocked spot in this room to drop a key. */
793object ** 800object **
794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
795{ 802{
796 char **layout2;
797 object **doorlist;
798 int i, j; 803 int i, j;
799 int ndoors = 0; 804 int ndoors = 0;
800 805
801 doorlist = (object **) calloc (sizeof (int), 1024); 806 object **doorlist = (object **) calloc (sizeof (int), 1024);
802 807
803 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
804 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++) 811 for (i = 0; i < RP->Xsize; i++)
806 {
807 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
808 for (j = 0; j < RP->Ysize; j++) 812 for (j = 0; j < RP->Ysize; j++)
809 {
810 if (wall_blocked (map, i, j)) 813 if (wall_blocked (map, i, j))
811 layout2[i][j] = '#'; 814 layout2[i][j] = '#';
812 }
813 }
814 815
815 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
816 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
817 818
818 /* deallocate the temp. layout */
819 for (i = 0; i < RP->Xsize; i++)
820 free (layout2[i]);
821
822 free (layout2);
823 return doorlist; 819 return doorlist;
824} 820}
825
826
827 821
828/* locks and/or hides all the doors in doorlist, or does nothing if 822/* locks and/or hides all the doors in doorlist, or does nothing if
829 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
830
831void 824void
832lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
833{ 826{
834 object *door; 827 object *door;
835 int i; 828 int i;
849 new_door->y = door->y; 842 new_door->y = door->y;
850 door->remove (); 843 door->remove ();
851 door->destroy (); 844 door->destroy ();
852 doorlist[i] = new_door; 845 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 846 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 847 sprintf (keybuf, "%d", rndm (1000000000));
855 new_door->slaying = keybuf; 848 new_door->slaying = keybuf;
856 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
857 } 850 }
858 } 851 }
859 852

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