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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 1.39 by root, Thu May 8 11:39:24 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 (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84
85 if (door_flag == PASS_DOORS)
86 {
87 int tries = 0;
88
89 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster)
91 {
92 i = rmg_rndm (RP->Xsize - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1;
94 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP);
96 }
97
98 /* if we don't find a good keymaster, drop the key on the ground. */
99 if (!the_keymaster)
100 {
101 int freeindex;
102
103 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1);
109 }
110
111 // can freeindex ever be < 0?
112 if (freeindex >= 0)
113 {
114 kx += freearr_x [freeindex];
115 ky += freearr_y [freeindex];
116 }
117 }
118 }
119 else
120 { /* NO_PASS_DOORS --we have to work harder. */
121 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */
123 if (n_keys == 1)
124 {
125 if (wall_blocked (map, x, y))
126 return 0;
127
128 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 }
132 else
133 {
134 int sum = 0; /* count how many keys we actually place */
135
136 /* I'm lazy, so just try to place in all 4 directions. */
137 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
141
142 if (sum < 2) /* we might have made a disconnected map-place more keys. */
143 { /* diagonally this time. */
144 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 }
149
150 return 1;
151 }
152 }
153
154 object *the_key = gen_key (keycode);
155
156 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key);
158 else
159 {
160 the_key->x = kx;
161 the_key->y = ky;
162 insert_ob_in_map (the_key, map, NULL, 0);
163 }
164
165 return 1;
166}
52 167
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 168/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 169 * and doors but not monsters.
55 * This function is not map tile aware. 170 * This function is not map tile aware.
56 */ 171 */
57 172int
58int wall_blocked(mapstruct *m, int x, int y) { 173wall_blocked (maptile *m, int x, int y)
59 int r; 174{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 175 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; 176 return 1;
177
178 m->at (x, y).update ();
179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 180}
66 181
67/* place treasures in the map, given the 182/* place treasures in the map, given the
68map, (required) 183map, (required)
69layout, (required) 184layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 185treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 186treasureoptions (may be 0 for random choices or positive)
72*/ 187*/
73 188void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 189place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
190{
75 char styledirname[256]; 191 char styledirname[1024];
76 char stylefilepath[256]; 192 char stylefilepath[1024];
77 mapstruct *style_map=0; 193 maptile *style_map = 0;
78 int num_treasures; 194 int num_treasures;
79 195
80 /* bail out if treasure isn't wanted. */ 196 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 197 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 198 if (!strcmp (treasure_style, "none"))
199 return;
200
201 if (treasureoptions <= 0)
202 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 203
84 /* filter out the mutually exclusive options */ 204 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 205 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 206 {
207 if (rmg_rndm (2))
208 treasureoptions -= 1;
209 else
87 else treasureoptions-=2;} 210 treasureoptions -= 2;
211 }
88 212
89 /* pick the number of treasures */ 213 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 214 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 215 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 216 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 217 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
218 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 219 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 220
96 if(num_treasures <= 0 ) return; 221 if (num_treasures <= 0)
222 return;
97 223
98 /* get the style map */ 224 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 225 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 227 style_map = find_style (styledirname, treasure_style, -1);
228
229 if (!style_map)
230 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
232 return;
233 }
102 234
103 /* all the treasure at one spot in the map. */ 235 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 236 if (treasureoptions & CONCENTRATED)
105 237 {
106 /* map_layout_style global, and is previously set */ 238 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 239 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 240 {
241 case LAYOUT_ONION:
242 case LAYOUT_SPIRAL:
243 case LAYOUT_SQUARE_SPIRAL:
244 {
112 int i,j; 245 int i, j;
246
113 /* search the onion for C's or '>', and put treasure there. */ 247 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 248 for (i = 0; i < RP->Xsize; i++)
249 {
115 for(j=0;j<RP->Ysize;j++) { 250 for (j = 0; j < RP->Ysize; j++)
251 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 252 if (layout[i][j] == 'C' || layout[i][j] == '>')
253 {
117 int tdiv = RP->symmetry_used; 254 int tdiv = RP->symmetry_used;
255 object *chest;
256
257 if (tdiv == 3)
258 tdiv = 2; /* this symmetry uses a divisor of 2 */
259
260 /* don't put a chest on an exit. */
261 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
262
263 if (!chest)
264 continue; /* if no chest was placed NEXT */
265
266 if (treasureoptions & (DOORED | HIDDEN))
267 {
268 object **doorlist = find_doors_in_room (map, i, j, RP);
269 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
270 free (doorlist);
271 }
272 }
273 }
274 }
275 break;
276 }
277
278 default:
279 {
280 int i, j, tries;
281 object *chest;
118 object **doorlist; 282 object **doorlist;
119 object *chest; 283
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 284 i = j = -1;
121 /* don't put a chest on an exit. */ 285 tries = 0;
286 while (i == -1 && tries < 100)
287 {
288 i = rmg_rndm (RP->Xsize - 2) + 1;
289 j = rmg_rndm (RP->Ysize - 2) + 1;
290 find_enclosed_spot (map, &i, &j, RP);
291
292 if (wall_blocked (map, i, j))
293 i = -1;
294
295 tries++;
296 }
297
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 298 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 299
300 if (!chest)
301 return;
302
303 i = chest->x;
304 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 305 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 306 {
307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 308 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 309 free (doorlist);
128 } 310 }
129 } 311 }
130 } 312 }
313 }
314 else
315 { /* DIFFUSE treasure layout */
316 int ti, i, j;
317
318 for (ti = 0; ti < num_treasures; ti++)
131 } 319 {
132 break; 320 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 321 j = rmg_rndm (RP->Ysize - 2) + 1;
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1;
142 j = RANDOM()%(RP->Ysize-2)+1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 322 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 323 }
165 } 324 }
166} 325}
167
168
169 326
170/* put a chest into the map, near x and y, with the treasure style 327/* 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, 328 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 */ 329 if the global variable "treasurestyle" is set to that treasure list's name */
173 330object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 332{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 334
180 /* first, find a place to put the chest. */ 335 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 336 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 337 if (i == -1)
183 free_object(the_chest); 338 {
339 the_chest->destroy ();
184 return NULL; 340 return NULL;
185 } 341 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 342
343 int xl = x + freearr_x[i];
344 int yl = y + freearr_y[i];
187 345
188 /* if the placement is blocked, return a fail. */ 346 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 347 if (wall_blocked (map, xl, yl))
190 348 return 0;
191 349
192 /* put the treasures in the chest. */ 350 /* put the treasures in the chest. */
193 /* if(style_map) { */ 351 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 352#if 0 /* don't use treasure style maps for now! */
195 int ti; 353 int ti;
354
196 /* if treasurestyle lists a treasure list, use it. */ 355 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 356 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
357
198 if(tlist!=NULL) 358 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 359 for (ti = 0; ti < n_treasures; ti++)
360 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 361 object *new_treasure = style_map->pick_random_object (rmg_rndm);
362
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 364 }
203 else { /* use the style map */ 365 else
366 { /* use the style map */
367 the_chest->randomitems = tlist;
368 the_chest->stats.hp = n_treasures;
369 }
370#endif
371 { /* neither style_map no treasure list given */
372 treasurelist *tlist = treasurelist::find ("chest");
373
204 the_chest->randomitems=tlist; 374 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 375 the_chest->stats.hp = n_treasures;
206 } 376 }
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 }
213 377
214 /* stick a trap in the chest if required */ 378 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 379 if (treasureoptions & TRAPPED)
380 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 382
218 if(trap_map) { 383 if (trap_map)
219 the_trap= pick_random_object(trap_map); 384 {
385 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386
220 the_trap->stats.Cha = 10+RP->difficulty; 387 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 388 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
389
222 if(the_trap) { 390 if (the_trap)
223 object *new_trap; 391 {
224 new_trap = arch_to_object(the_trap->arch); 392 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 393
226 new_trap->x = x; 394 new_trap->x = x;
227 new_trap->y = y; 395 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 396 insert_ob_in_ob (new_trap, the_chest);
397 }
229 } 398 }
230 }
231 } 399 }
232 400
233 /* set the chest lock code, and call the keyplacer routine with 401 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 402 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 403 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
238 char keybuf[256]; 405 {
239 sprintf(keybuf,"%d",(int)RANDOM()); 406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 } 408 }
243 409
244 /* actually place the chest. */ 410 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 411 the_chest->x = xl;
412 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 413 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 414 return the_chest;
248} 415}
249 416
250 417
251/* finds the closest monster and returns him, regardless of doors 418/* finds the closest monster and returns him, regardless of doors
252 or walls */ 419 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 420object *
421find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
422{
254 int i; 423 int i;
424
255 for(i=0;i<SIZEOFFREE;i++) { 425 for (i = 0; i < SIZEOFFREE; i++)
426 {
256 int lx,ly; 427 int lx, ly;
428
257 lx=x+freearr_x[i]; 429 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 430 ly = y + freearr_y[i];
259 /* boundscheck */ 431 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 432 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 433 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 434 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
435 {
263 object *the_monster=get_map_ob(map,lx,ly); 436 object *the_monster = GET_MAP_OB (map, lx, ly);
437
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 438 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)) 439 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 440 return the_monster;
441 }
267 } 442 }
268 }
269 return NULL; 443 return NULL;
270} 444}
271
272 445
273
274/* places keys in the map, preferably in something alive.
275 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS.
277 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
278 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280
281 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door.
283*/
284
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) {
286 int i,j;
287 int kx,ky;
288 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key;
290
291 /* get a key and set its keycode */
292 the_key = get_archetype("key2");
293 the_key->slaying = add_string(keycode);
294
295
296 if(door_flag==PASS_DOORS) {
297 int tries=0;
298 the_keymaster=NULL;
299 while(tries<15&&the_keymaster==NULL) {
300 i = (RANDOM()%(RP->Xsize-2))+1;
301 j = (RANDOM()%(RP->Ysize-2))+1;
302 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP);
304 }
305 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) {
307 int freeindex;
308
309 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) {
311 kx = (RANDOM()%(RP->Xsize-2))+1;
312 ky = (RANDOM()%(RP->Ysize-2))+1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky);
314 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 }
319 }
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/
322 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */
324 if(n_keys==1) {
325 if(wall_blocked(map,x,y)) return 0;
326 the_keymaster=find_monster_in_room(map,x,y,RP);
327 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP);
329 }
330 else {
331 int sum=0; /* count how many keys we actually place */
332 /* I'm lazy, so just try to place in all 4 directions. */
333 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP);
334 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP);
335 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP);
336 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP);
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */
338 { /* diagnoally this time. */
339 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP);
340 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP);
341 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP);
342 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP);
343 }
344 return 1;
345 }
346 }
347
348 if(the_keymaster==NULL) {
349 the_key->x = kx;
350 the_key->y = ky;
351 insert_ob_in_map(the_key,map,NULL,0);
352 return 1;
353 }
354
355 insert_ob_in_ob(the_key,the_keymaster);
356 return 1;
357}
358
359
360
361/* both find_monster_in_room routines need to have access to this. */ 446/* both find_monster_in_room routines need to have access to this. */
362 447
363object *theMonsterToFind; 448object *theMonsterToFind;
364 449
365/* a recursive routine which will return a monster, eventually,if there is one. 450/* 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 */ 451 it does a check-off on the layout, converting 0's to 1's */
367 452
453object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
455{
369 int i,j; 456 int i, j;
457
370 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 459 if (theMonsterToFind != NULL)
460 return theMonsterToFind;
372 461
373 /* bounds check x and y */ 462 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
464 return theMonsterToFind;
375 465
376 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
467 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 468 return theMonsterToFind; /* might be NULL, that's fine. */
378 469
379 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
381 layout[x][y]=1; 472 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 {
383 object *the_monster = get_map_ob(map,x,y); 475 object *the_monster = GET_MAP_OB (map, x, y);
476
384 /* check off this point */ 477 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 478 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)) { 479 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
480 {
387 theMonsterToFind=the_monster; 481 theMonsterToFind = the_monster;
388 return theMonsterToFind; 482 return theMonsterToFind;
389 } 483 }
390 } 484 }
391 485
392 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* 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++) { 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
488 {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 489 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; 490 if (theMonsterToFind != NULL)
491 return theMonsterToFind;
396 } 492 }
493
397 return theMonsterToFind; 494 return theMonsterToFind;
398} 495}
399
400 496
401/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
402 real work. */ 498 real work. */
499object *
500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
501{
502 Layout layout2 (RP);
403 503
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 504 layout2->clear ();
405 char **layout2; 505
406 int i,j;
407 theMonsterToFind=0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 507 for (int i = 0; i < layout2->w; i++)
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 508 for (int j = 0; j < layout2->h; j++)
412 for(j=0;j<RP->Ysize;j++) { 509 if (wall_blocked (map, i, j))
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 510 layout2[i][j] = '#';
414 } 511
415 } 512 theMonsterToFind = 0;
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 514
418 /* deallocate the temp. layout */ 515 layout2.free ();
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423 516
424 return theMonsterToFind; 517 return theMonsterToFind;
425} 518}
426
427 519
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x; 521int *room_free_spots_x;
432int *room_free_spots_y; 522int *room_free_spots_y;
433int number_of_free_spots_in_room; 523int number_of_free_spots_in_room;
434 524
435/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 527that datastructure. */
438 528void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
530{
440 int i,j; 531 int i, j;
441 532
442 /* bounds check x and y */ 533 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 534 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
535 return;
444 536
445 /* if the square is blocked or searched already, leave */ 537 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 538 if (layout[x][y] != 0)
539 return;
447 540
448 /* set the current square as checked, and add it to the list. 541 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 542 set theMonsterToFind and return it. */
450 /* check off this point */ 543 /* check off this point */
451 layout[x][y]=1; 544 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
455 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* 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++) { 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
457 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
458 }
459 552
460} 553}
461 554
462/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
556void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
558{
464 char **layout2; 559 char **layout2;
465 int i,j; 560 int i, j;
561
466 number_of_free_spots_in_room=0; 562 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 563 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); 564 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 565
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 566 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 568 for (i = 0; i < RP->Xsize; i++)
569 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 571 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 572 if (wall_blocked (map, i, j))
476 } 573 layout2[i][j] = '#';
477 } 574 }
478 575
479 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
481 578
482 if(number_of_free_spots_in_room > 0) { 579 if (number_of_free_spots_in_room > 0)
580 {
483 i = RANDOM()%number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
486 } 584 }
487 585
488 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 587 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 588 free (layout2[i]);
491 } 589
492 free(layout2); 590 free (layout2);
493 free(room_free_spots_x); 591 free (room_free_spots_x);
494 free(room_free_spots_y); 592 free (room_free_spots_y);
495} 593}
496 594
497 595
498/* searches the map for a spot with walls around it. The more 596/* 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 597 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.*/ 598 it'll return 0 if no FREE spots are found.*/
501 599void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{
503 int x,y; 602 int x, y;
504 int i; 603 int i;
604
505 x = *cx;y=*cy; 605 x = *cx;
606 y = *cy;
506 607
507 for(i=0;i<=SIZEOFFREE1;i++) { 608 for (i = 0; i <= SIZEOFFREE1; i++)
609 {
508 int lx,ly,sindex; 610 int lx, ly, sindex;
611
509 lx = x +freearr_x[i]; 612 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 613 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 614 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 615 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 617 {
618 *cx = lx;
619 *cy = ly;
515 return; 620 return;
516 } 621 }
517 } 622 }
518 623
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 624 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 625 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 626 for (i = 0; i <= SIZEOFFREE1; i++)
627 {
522 int lx,ly,sindex; 628 int lx, ly, sindex;
629
523 lx = x +freearr_x[i]; 630 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 631 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 632 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 633 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 634 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 635 {
636 *cx = lx;
637 *cy = ly;
529 return; 638 return;
530 } 639 }
531 } 640 }
532 641
533 /* settle for one surround point */ 642 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 643 for (i = 0; i <= SIZEOFFREE1; i++)
644 {
535 int lx,ly,sindex; 645 int lx, ly, sindex;
646
536 lx = x +freearr_x[i]; 647 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 648 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 649 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 650 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 651 if (sindex)
541 *cx= lx;*cy= ly; 652 {
653 *cx = lx;
654 *cy = ly;
542 return; 655 return;
543 } 656 }
544 } 657 }
545 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 660
661 if (i != -1)
662 {
548 *cx = x +freearr_x[i]; 663 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 664 *cy = y + freearr_y[i];
665 }
666 else
667 {
668 /* indicate failure */
669 *cx = -1;
670 *cy = -1;
671 }
672}
673
674void
675remove_monsters (int x, int y, maptile *map)
676{
677 object *tmp;
678
679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
681 {
682 if (tmp->head)
683 tmp = tmp->head;
684 tmp->remove ();
685 tmp->destroy ();
686 tmp = GET_MAP_OB (map, x, y);
687 if (tmp == NULL)
688 break;
689 };
690}
691
692/* 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
694 it'll remove any monsters it finds.*/
695object **
696surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
697{
698 int i;
699 const char *doors[2];
700 object **doorlist;
701 int ndoors_made = 0;
702 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
703
704 /* this is a list we pick from, for horizontal and vertical doors */
705 if (opts & DOORED)
706 {
707 doors[0] = "locked_door2";
708 doors[1] = "locked_door1";
709 }
710 else
711 {
712 doors[0] = "door_1";
713 doors[1] = "door_2";
714 }
715
716 /* place doors in all the 8 adjacent unblocked squares. */
717 for (i = 1; i < 9; i++)
718 {
719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
720
721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
722 { /* place a door */
723 remove_monsters (x1, y1, map);
724
725 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
726 map->insert (new_door, x1, y1);
727 doorlist[ndoors_made] = new_door;
728 ndoors_made++;
729 }
730 }
731
732 return doorlist;
733}
734
735
736/* returns the first door in this square, or NULL if there isn't a door. */
737object *
738door_in_square (maptile *map, int x, int y)
739{
740 object *tmp;
741
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp;
745 return NULL;
746}
747
748/* the workhorse routine, which finds the doors in a room */
749void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{
752 int i, j;
753 object *door;
754
755 /* bounds check x and y */
756 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
550 return; 757 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 758
759 /* if the square is blocked or searched already, leave */
760 if (layout[x][y] == 1)
761 return;
556 762
557void remove_monsters(int x,int y,mapstruct *map) { 763 /* check off this point */
558 object *tmp; 764 if (layout[x][y] == '#')
765 { /* there could be a door here */
766 layout[x][y] = 1;
767 door = door_in_square (map, x, y);
768 if (door)
769 {
770 doorlist[*ndoors] = door;
559 771
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 772 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 773 {
562 if(tmp->head) tmp=tmp->head; 774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 775 return;
564 free_object(tmp); 776 }
565 tmp=get_map_ob(map,x,y); 777
566 if(tmp==NULL) break; 778 *ndoors = *ndoors + 1;
779 }
567 }; 780 }
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 { 781 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];
595 782 {
596 if(!wall_blocked(map,x1,y1) 783 layout[x][y] = 1;
597 || layout[x1][y1]=='>') {/* place a door */ 784
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 785 /* now search all the 8 squares around recursively for free spots,in random order */
599 new_door->x = x + freearr_x[i]; 786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
600 new_door->y = y + freearr_y[i]; 787 find_doors_in_room_recursive (layout, map,
601 remove_monsters(new_door->x,new_door->y,map); 788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
602 insert_ob_in_map(new_door,map,NULL,0); 789 doorlist, ndoors, RP);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 } 790 }
791}
792
793/* find a random non-blocked spot in this room to drop a key. */
794object **
795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{
797 int i, j;
798 int ndoors = 0;
799
800 object **doorlist = (object **)calloc (sizeof (int), 1024);
801
802 LayoutData layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear ();
804
805 /* allocate and copy the layout, converting C to 0. */
806 for (i = 0; i < RP->Xsize; i++)
807 for (j = 0; j < RP->Ysize; j++)
808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
809
810 /* setup num_free_spots and room_free_spots */
811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
812
607 return doorlist; 813 return doorlist;
608} 814}
609 815
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 816/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 817 opts doesn't say to lock/hide doors. */
688 818void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
820{
690 object *door; 821 object *door;
691 int i; 822 int i;
823
692 /* lock the doors and hide the keys. */ 824 /* lock the doors and hide the keys. */
693 825
694 if(opts & DOORED) { 826 if (opts & DOORED)
827 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
829 {
696 object *new_door=get_archetype("locked_door1"); 830 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 831
698 door=doorlist[i]; 832 door = doorlist[i];
699 new_door->face = door->face; 833 new_door->face = door->face;
700 new_door->x = door->x; 834 new_door->x = door->x;
701 new_door->y = door->y; 835 new_door->y = door->y;
702 remove_ob(door); 836 door->remove ();
703 free_object(door); 837 door->destroy ();
704 doorlist[i]=new_door; 838 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 839 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
707 new_door->slaying = add_string(keybuf);
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
709 } 842 }
710 } 843 }
711 844
712 /* change the faces of the doors and surrounding walls to hide them. */ 845 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 846 if (opts & HIDDEN)
847 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 848 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
849 {
715 object *wallface; 850 object *wallface;
851
716 door=doorlist[i]; 852 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 853 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 854 if (wallface != NULL)
855 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
723 door->face = wallface->face; 861 door->face = wallface->face;
862
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
725 free_object(wallface); 864 wallface->remove ();
865
866 wallface->destroy ();
867 }
726 } 868 }
727 }
728 } 869 }
729} 870}

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