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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.34 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_first_free_spot (the_key, map, kx, ky); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 385 }
386
387 // can freeindex ever be < 0?
374 if (freeindex != -1) 388 if (freeindex >= 0)
375 { 389 {
376 kx += freearr_x[freeindex]; 390 kx += freearr_x [freeindex];
377 ky += freearr_y[freeindex]; 391 ky += freearr_y [freeindex];
378 } 392 }
379 } 393 }
380 } 394 }
381 else 395 else
382 { /* NO_PASS_DOORS --we have to work harder. */ 396 { /* NO_PASS_DOORS --we have to work harder. */
384 NO_PASS_DOORS is set. */ 398 NO_PASS_DOORS is set. */
385 if (n_keys == 1) 399 if (n_keys == 1)
386 { 400 {
387 if (wall_blocked (map, x, y)) 401 if (wall_blocked (map, x, y))
388 return 0; 402 return 0;
403
389 the_keymaster = find_monster_in_room (map, x, y, RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
390 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. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 } 407 }
393 else 408 else
394 { 409 {
395 int sum = 0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
397 /* 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. */
398 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);
399 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);
400 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);
401 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
402 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. */
403 { /* diagnoally this time. */ 419 { /* diagonally this time. */
404 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);
405 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);
406 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);
407 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);
408 } 424 }
425
409 return 1; 426 return 1;
410 } 427 }
411 } 428 }
412 429
413 if (the_keymaster == NULL) 430 if (!the_keymaster)
414 { 431 {
415 the_key->x = kx; 432 the_key->x = kx;
416 the_key->y = ky; 433 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 435 return 1;
419 } 436 }
420 437
421 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 439 return 1;
423} 440}
424 441
425 442
426 443
463 return theMonsterToFind; 480 return theMonsterToFind;
464 } 481 }
465 } 482 }
466 483
467 /* 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 */
468 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++)
469 { 486 {
470 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);
471 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 489 return theMonsterToFind;
473 } 490 }
489 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++) 507 for (i = 0; i < RP->Xsize; i++)
491 { 508 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++) 510 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j)) 511 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#'; 512 layout2[i][j] = '#';
497 }
498 } 513 }
514
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 516
501 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
502 for (i = 0; i < RP->Xsize; i++) 518 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]); 519 free (layout2[i]);
505 } 520
506 free (layout2); 521 free (layout2);
507 522
508 return theMonsterToFind; 523 return theMonsterToFind;
509} 524}
510
511
512
513 525
514/* 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 */
515int *room_free_spots_x; 527int *room_free_spots_x;
516int *room_free_spots_y; 528int *room_free_spots_y;
517int number_of_free_spots_in_room; 529int number_of_free_spots_in_room;
518 530
519/* the workhorse routine, which finds the free spots in a room: 531/* the workhorse routine, which finds the free spots in a room:
520a 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
521that datastructure. */ 533that datastructure. */
522
523void 534void
524find_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)
525{ 536{
526 int i, j; 537 int i, j;
527 538
538 /* check off this point */ 549 /* check off this point */
539 layout[x][y] = 1; 550 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 551 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 552 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 553 number_of_free_spots_in_room++;
554
543 /* 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 */
544 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++)
545 {
546 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);
547 }
548 558
549} 559}
550 560
551/* 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. */
552void 562void
563 /* allocate and copy the layout, converting C to 0. */ 573 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 574 for (i = 0; i < RP->Xsize; i++)
565 { 575 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 576 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 577 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 578 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 579 layout2[i][j] = '#';
571 }
572 } 580 }
573 581
574 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
576 584
577 if (number_of_free_spots_in_room > 0) 585 if (number_of_free_spots_in_room > 0)
578 { 586 {
579 i = RANDOM () % number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
582 } 590 }
583 591
584 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 593 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 594 free (layout2[i]);
588 } 595
589 free (layout2); 596 free (layout2);
590 free (room_free_spots_x); 597 free (room_free_spots_x);
591 free (room_free_spots_y); 598 free (room_free_spots_y);
592} 599}
593 600
594 601
595/* 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
596 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
597 it'll return 0 if no FREE spots are found.*/ 604 it'll return 0 if no FREE spots are found.*/
598
599void 605void
600find_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)
601{ 607{
602 int x, y; 608 int x, y;
603 int i; 609 int i;
654 *cy = ly; 660 *cy = ly;
655 return; 661 return;
656 } 662 }
657 } 663 }
658 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
659 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);
660 if (i != -1 && i <= SIZEOFFREE1) 666
667 if (i != -1)
661 { 668 {
662 *cx = x + freearr_x[i]; 669 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 670 *cy = y + freearr_y[i];
664 return; 671 }
672 else
665 } 673 {
666 /* indicate failure */ 674 /* indicate failure */
675 *cx = -1;
667 *cx = *cy = -1; 676 *cy = -1;
677 }
668} 678}
669
670 679
671void 680void
672remove_monsters (int x, int y, maptile *map) 681remove_monsters (int x, int y, maptile *map)
673{ 682{
674 object *tmp; 683 object *tmp;
675 684
676 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)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 687 {
679 if (tmp->head) 688 if (tmp->head)
680 tmp = tmp->head; 689 tmp = tmp->head;
681 tmp->remove (); 690 tmp->remove ();
684 if (tmp == NULL) 693 if (tmp == NULL)
685 break; 694 break;
686 }; 695 };
687} 696}
688 697
689
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
693
694object ** 701object **
695surround_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)
696{ 703{
697 int i; 704 int i;
698 char *doors[2]; 705 const char *doors[2];
699 object **doorlist; 706 object **doorlist;
700 int ndoors_made = 0; 707 int ndoors_made = 0;
701 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 */
702 709
703 /* 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 */
715 /* place doors in all the 8 adjacent unblocked squares. */ 722 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 723 for (i = 1; i < 9; i++)
717 { 724 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 726
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 728 { /* place a door */
729 remove_monsters (x1, y1, map);
730
722 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]);
723 732 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 733 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 734 ndoors_made++;
730 } 735 }
731 } 736 }
737
732 return doorlist; 738 return doorlist;
733} 739}
734 740
735 741
736/* 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. */
742 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)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 750 return tmp;
745 return NULL; 751 return NULL;
746} 752}
747
748 753
749/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
750void 755void
751find_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)
752{ 757{
767 layout[x][y] = 1; 772 layout[x][y] = 1;
768 door = door_in_square (map, x, y); 773 door = door_in_square (map, x, y);
769 if (door) 774 if (door)
770 { 775 {
771 doorlist[*ndoors] = door; 776 doorlist[*ndoors] = door;
777
772 if (*ndoors > 1022) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
773 { 779 {
774 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");
775 return; 781 return;
776 } 782 }
779 } 785 }
780 } 786 }
781 else 787 else
782 { 788 {
783 layout[x][y] = 1; 789 layout[x][y] = 1;
790
784 /* 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 */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 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);
787 } 796 }
788} 797}
789 798
790/* 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. */
791object ** 800object **
792find_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)
793{ 802{
794 char **layout2;
795 object **doorlist;
796 int i, j; 803 int i, j;
797 int ndoors = 0; 804 int ndoors = 0;
798 805
799 doorlist = (object **) calloc (sizeof (int), 1024); 806 object **doorlist = (object **) calloc (sizeof (int), 1024);
800 807
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
802 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 811 for (i = 0; i < RP->Xsize; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++) 812 for (j = 0; j < RP->Ysize; j++)
807 {
808 if (wall_blocked (map, i, j)) 813 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#'; 814 layout2[i][j] = '#';
810 }
811 }
812 815
813 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
814 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);
815 818
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist; 819 return doorlist;
822} 820}
823
824
825 821
826/* 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
827 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
828
829void 824void
830lock_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)
831{ 826{
832 object *door; 827 object *door;
833 int i; 828 int i;
847 new_door->y = door->y; 842 new_door->y = door->y;
848 door->remove (); 843 door->remove ();
849 door->destroy (); 844 door->destroy ();
850 doorlist[i] = new_door; 845 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 846 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 847 sprintf (keybuf, "%d", rndm (1000000000));
853 new_door->slaying = keybuf; 848 new_door->slaying = keybuf;
854 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);
855 } 850 }
856 } 851 }
857 852

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