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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 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
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 240
233 if (tlist != NULL) 241 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 243 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
237 245
238 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);
239 } 247 }
240 else 248 else
241 { /* use the style map */ 249 { /* use the style map */
242 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
244 } 252 }
245#endif 253#endif
246 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
248 256
249 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
251 } 259 }
252 260
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
257 object *the_trap; 265 object *the_trap;
258 266
259 if (trap_map) 267 if (trap_map)
260 { 268 {
261 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
262 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
264 if (the_trap) 272 if (the_trap)
265 { 273 {
266 object *new_trap; 274 object *new_trap;
267 275
268 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
275 } 283 }
276 284
277 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
278 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
279 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 289 {
283 char keybuf[1024]; 290 char keybuf[1024];
284 291
285 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
286 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
288 } 295 }
289 296
290 /* actually place the chest. */ 297 /* actually place the chest. */
333 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.
334 341
335 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
336 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
337*/ 344*/
338
339int 345int
340keyplace (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)
341{ 347{
342 int i, j; 348 int i, j;
343 int kx, ky; 349 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key; 351 object *the_key;
346 352
347 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
348 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
350 356
351 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
352 { 358 {
353 int tries = 0; 359 int tries = 0;
354 360
355 the_keymaster = NULL; 361 the_keymaster = 0;
356 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
357 { 363 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
360 tries++; 366 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 368 }
369
363 /* 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. */
364 if (the_keymaster == NULL) 371 if (!the_keymaster)
365 { 372 {
366 int freeindex; 373 int freeindex;
367 374
368 freeindex = -1; 375 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 { 377 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 } 381 }
375 382
383 // can freeindex ever be < 0?
376 if (freeindex != -1) 384 if (freeindex >= 0)
377 { 385 {
378 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
380 } 388 }
381 } 389 }
382 } 390 }
383 else 391 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
388 { 396 {
389 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
390 return 0; 398 return 0;
391 399
392 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
393 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. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 } 403 }
396 else 404 else
397 { 405 {
398 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
400 /* 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. */
401 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);
402 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);
403 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);
404 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
405 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. */
406 { /* diagnoally this time. */ 415 { /* diagonally this time. */
407 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);
408 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);
409 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);
410 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);
411 } 420 }
421
412 return 1; 422 return 1;
413 } 423 }
414 } 424 }
415 425
416 if (the_keymaster == NULL) 426 if (!the_keymaster)
417 { 427 {
418 the_key->x = kx; 428 the_key->x = kx;
419 the_key->y = ky; 429 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1; 431 return 1;
422 } 432 }
423 433
424 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
425 return 1; 435 return 1;
426} 436}
427 437
428 438
429 439
466 return theMonsterToFind; 476 return theMonsterToFind;
467 } 477 }
468 } 478 }
469 479
470 /* 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 */
471 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++)
472 { 482 {
473 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);
474 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 485 return theMonsterToFind;
476 } 486 }
492 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
493 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
494 { 504 {
495 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
496 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
497 {
498 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
499 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
500 }
501 } 509 }
510
502 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
503 512
504 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
505 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
506 {
507 free (layout2[i]); 515 free (layout2[i]);
508 } 516
509 free (layout2); 517 free (layout2);
510 518
511 return theMonsterToFind; 519 return theMonsterToFind;
512} 520}
513
514
515
516 521
517/* 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 */
518int *room_free_spots_x; 523int *room_free_spots_x;
519int *room_free_spots_y; 524int *room_free_spots_y;
520int number_of_free_spots_in_room; 525int number_of_free_spots_in_room;
521 526
522/* the workhorse routine, which finds the free spots in a room: 527/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 529that datastructure. */
525
526void 530void
527find_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)
528{ 532{
529 int i, j; 533 int i, j;
530 534
541 /* check off this point */ 545 /* check off this point */
542 layout[x][y] = 1; 546 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 547 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 548 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 549 number_of_free_spots_in_room++;
550
546 /* 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 */
547 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++)
548 {
549 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);
550 }
551 554
552} 555}
553 556
554/* 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. */
555void 558void
566 /* allocate and copy the layout, converting C to 0. */ 569 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 570 for (i = 0; i < RP->Xsize; i++)
568 { 571 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 572 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 573 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 574 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 575 layout2[i][j] = '#';
574 }
575 } 576 }
576 577
577 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
579 580
580 if (number_of_free_spots_in_room > 0) 581 if (number_of_free_spots_in_room > 0)
581 { 582 {
582 i = RANDOM () % number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
583 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
585 } 586 }
586 587
587 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 589 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 590 free (layout2[i]);
591 } 591
592 free (layout2); 592 free (layout2);
593 free (room_free_spots_x); 593 free (room_free_spots_x);
594 free (room_free_spots_y); 594 free (room_free_spots_y);
595} 595}
596 596
597 597
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 600 it'll return 0 if no FREE spots are found.*/
601
602void 601void
603find_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)
604{ 603{
605 int x, y; 604 int x, y;
606 int i; 605 int i;
657 *cy = ly; 656 *cy = ly;
658 return; 657 return;
659 } 658 }
660 } 659 }
661 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
663 662
664 if (i != -1) 663 if (i != -1)
665 { 664 {
666 *cx = x + freearr_x[i]; 665 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 666 *cy = y + freearr_y[i];
672 *cx = -1; 671 *cx = -1;
673 *cy = -1; 672 *cy = -1;
674 } 673 }
675} 674}
676 675
677
678void 676void
679remove_monsters (int x, int y, maptile *map) 677remove_monsters (int x, int y, maptile *map)
680{ 678{
681 object *tmp; 679 object *tmp;
682 680
683 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)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 683 {
686 if (tmp->head) 684 if (tmp->head)
687 tmp = tmp->head; 685 tmp = tmp->head;
688 tmp->remove (); 686 tmp->remove ();
691 if (tmp == NULL) 689 if (tmp == NULL)
692 break; 690 break;
693 }; 691 };
694} 692}
695 693
696
697/* 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
698 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
699 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
700
701object ** 697object **
702surround_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)
703{ 699{
704 int i; 700 int i;
705 char *doors[2]; 701 const char *doors[2];
706 object **doorlist; 702 object **doorlist;
707 int ndoors_made = 0; 703 int ndoors_made = 0;
708 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 */
709 705
710 /* 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 */
722 /* place doors in all the 8 adjacent unblocked squares. */ 718 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 719 for (i = 1; i < 9; i++)
724 { 720 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 722
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 724 { /* place a door */
725 remove_monsters (x1, y1, map);
726
729 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]);
730 728 map->insert (new_door, x1, y1);
731 new_door->x = x + freearr_x[i];
732 new_door->y = y + freearr_y[i];
733 remove_monsters (new_door->x, new_door->y, map);
734 insert_ob_in_map (new_door, map, NULL, 0);
735 doorlist[ndoors_made] = new_door; 729 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 730 ndoors_made++;
737 } 731 }
738 } 732 }
733
739 return doorlist; 734 return doorlist;
740} 735}
741 736
742 737
743/* 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. */
749 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)
750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp; 746 return tmp;
752 return NULL; 747 return NULL;
753} 748}
754
755 749
756/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
757void 751void
758find_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)
759{ 753{
774 layout[x][y] = 1; 768 layout[x][y] = 1;
775 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
776 if (door) 770 if (door)
777 { 771 {
778 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
779 if (*ndoors > 1022) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
780 { 775 {
781 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");
782 return; 777 return;
783 } 778 }
786 } 781 }
787 } 782 }
788 else 783 else
789 { 784 {
790 layout[x][y] = 1; 785 layout[x][y] = 1;
786
791 /* 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 */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 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);
794 } 792 }
795} 793}
796 794
797/* 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. */
798object ** 796object **
799find_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)
800{ 798{
801 char **layout2;
802 object **doorlist;
803 int i, j; 799 int i, j;
804 int ndoors = 0; 800 int ndoors = 0;
805 801
806 doorlist = (object **) calloc (sizeof (int), 1024); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
807 803
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
809 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
814 {
815 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
817 }
818 }
819 811
820 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
821 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);
822 814
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 815 return doorlist;
829} 816}
830
831
832 817
833/* 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
834 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
835
836void 820void
837lock_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)
838{ 822{
839 object *door; 823 object *door;
840 int i; 824 int i;
854 new_door->y = door->y; 838 new_door->y = door->y;
855 door->remove (); 839 door->remove ();
856 door->destroy (); 840 door->destroy ();
857 doorlist[i] = new_door; 841 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 843 sprintf (keybuf, "%d", rndm (1000000000));
860 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
861 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);
862 } 846 }
863 } 847 }
864 848

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