ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.34 by root, Sun Apr 13 22:54:08 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 (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
52 52
53/* 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
54 * and doors but not monsters. 54 * and doors but not monsters.
55 * This function is not map tile aware. 55 * This function is not map tile aware.
56 */ 56 */
57 57int
58int wall_blocked(mapstruct *m, int x, int y) { 58wall_blocked (maptile *m, int x, int y)
59 int r; 59{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 60 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; 61 return 1;
62
63 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 65}
66 66
67/* place treasures in the map, given the 67/* place treasures in the map, given the
68map, (required) 68map, (required)
69layout, (required) 69layout, (required)
70treasure 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.)
71treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
72*/ 72*/
73 73void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{
75 char styledirname[256]; 76 char styledirname[1024];
76 char stylefilepath[256]; 77 char stylefilepath[1024];
77 mapstruct *style_map=0; 78 maptile *style_map = 0;
78 int num_treasures; 79 int num_treasures;
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 82 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 83 if (!strcmp (treasure_style, "none"))
84 return;
85
86 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION);
83 88
84 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 91 {
92 if (rndm (2))
93 treasureoptions -= 1;
94 else
87 else treasureoptions-=2;} 95 treasureoptions -= 2;
96 }
88 97
89 /* pick the number of treasures */ 98 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
91 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);
92 else if(treasureoptions & RICH) 101 else if (treasureoptions & RICH)
93 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);
103 else
94 else 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);
95 105
96 if(num_treasures <= 0 ) return; 106 if (num_treasures <= 0)
107 return;
97 108
98 /* get the style map */ 109 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 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 }
102 119
103 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 121 if (treasureoptions & CONCENTRATED)
105 122 {
106 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 124 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 125 {
126 case LAYOUT_ONION:
127 case LAYOUT_SPIRAL:
128 case LAYOUT_SQUARE_SPIRAL:
129 {
112 int i,j; 130 int i, j;
131
113 /* search the onion for C's or '>', and put treasure there. */ 132 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 133 for (i = 0; i < RP->Xsize; i++)
134 {
115 for(j=0;j<RP->Ysize;j++) { 135 for (j = 0; j < RP->Ysize; j++)
136 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
138 {
117 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
140 object *chest;
141
142 if (tdiv == 3)
143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
145 /* don't put a chest on an exit. */
146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
148 if (!chest)
149 continue; /* if no chest was placed NEXT */
150
151 if (treasureoptions & (DOORED | HIDDEN))
152 {
153 object **doorlist = find_doors_in_room (map, i, j, RP);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist);
156 }
157 }
158 }
159 }
160 break;
161 }
162 default:
163 {
164 int i, j, tries;
165 object *chest;
118 object **doorlist; 166 object **doorlist;
119 object *chest; 167
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 168 i = j = -1;
121 /* don't put a chest on an exit. */ 169 tries = 0;
170 while (i == -1 && tries < 100)
171 {
172 i = rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP);
175
176 if (wall_blocked (map, i, j))
177 i = -1;
178
179 tries++;
180 }
181
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 183
184 if (!chest)
185 return;
186
187 i = chest->x;
188 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 189 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 190 {
191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 192 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 193 free (doorlist);
128 } 194 }
129 } 195 }
130 } 196 }
197 }
198 else
199 { /* DIFFUSE treasure layout */
200 int ti, i, j;
201
202 for (ti = 0; ti < num_treasures; ti++)
131 } 203 {
132 break;
133 }
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; 204 i = rndm (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 205 j = rndm (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); 206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 207 }
165 } 208 }
166} 209}
167
168
169 210
170/* 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
171 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,
172 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 */
173 214object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
216{
175 object *the_chest; 217 object *the_chest;
176 int i,xl,yl; 218 int i, xl, yl;
177 219
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 220 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 221
180 /* first, find a place to put the chest. */ 222 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 223 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 224 if (i == -1)
183 free_object(the_chest); 225 {
226 the_chest->destroy ();
184 return NULL; 227 return NULL;
185 } 228 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 229
230 xl = x + freearr_x[i];
231 yl = y + freearr_y[i];
187 232
188 /* if the placement is blocked, return a fail. */ 233 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 234 if (wall_blocked (map, xl, yl))
190 235 return 0;
191 236
192 /* put the treasures in the chest. */ 237 /* put the treasures in the chest. */
193 /* if(style_map) { */ 238 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 239#if 0 /* don't use treasure style maps for now! */
195 int ti; 240 int ti;
241
196 /* if treasurestyle lists a treasure list, use it. */ 242 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
244
198 if(tlist!=NULL) 245 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 246 for (ti = 0; ti < n_treasures; ti++)
247 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 248 object *new_treasure = style_map->pick_random_object ();
249
201 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);
202 } 251 }
203 else { /* use the style map */ 252 else
253 { /* use the style map */
254 the_chest->randomitems = tlist;
255 the_chest->stats.hp = n_treasures;
256 }
257#endif
258 { /* neither style_map no treasure list given */
259 treasurelist *tlist = treasurelist::find ("chest");
260
204 the_chest->randomitems=tlist; 261 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 262 the_chest->stats.hp = n_treasures;
206 } 263 }
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 }
213 264
214 /* stick a trap in the chest if required */ 265 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 266 if (treasureoptions & TRAPPED)
267 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 269 object *the_trap;
270
218 if(trap_map) { 271 if (trap_map)
272 {
219 the_trap= pick_random_object(trap_map); 273 the_trap = trap_map->pick_random_object ();
220 the_trap->stats.Cha = 10+RP->difficulty; 274 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
222 if(the_trap) { 276 if (the_trap)
277 {
223 object *new_trap; 278 object *new_trap;
279
224 new_trap = arch_to_object(the_trap->arch); 280 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 281 new_trap->copy_to (the_trap);
226 new_trap->x = x; 282 new_trap->x = x;
227 new_trap->y = y; 283 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
285 }
229 } 286 }
230 }
231 } 287 }
232 288
233 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
234 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
235 there's only 1 treasure....*/ 291 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 {
238 char keybuf[256]; 294 char keybuf[1024];
239 sprintf(keybuf,"%d",(int)RANDOM()); 295
296 sprintf (keybuf, "%d", rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 297 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 299 }
243 300
244 /* actually place the chest. */ 301 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 302 the_chest->x = xl;
303 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 304 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 305 return the_chest;
248} 306}
249 307
250 308
251/* finds the closest monster and returns him, regardless of doors 309/* finds the closest monster and returns him, regardless of doors
252 or walls */ 310 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 311object *
312find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
313{
254 int i; 314 int i;
315
255 for(i=0;i<SIZEOFFREE;i++) { 316 for (i = 0; i < SIZEOFFREE; i++)
317 {
256 int lx,ly; 318 int lx, ly;
319
257 lx=x+freearr_x[i]; 320 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 321 ly = y + freearr_y[i];
259 /* boundscheck */ 322 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 323 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 324 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
326 {
263 object *the_monster=get_map_ob(map,lx,ly); 327 object *the_monster = GET_MAP_OB (map, lx, ly);
328
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 329 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)) 330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 331 return the_monster;
332 }
267 } 333 }
268 }
269 return NULL; 334 return NULL;
270} 335}
271 336
272 337
273 338
274/* places keys in the map, preferably in something alive. 339/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 340 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 341 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. 342 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: 343 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. 344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 345
281 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
282 sure a key is placed on both sides of the door. 347 sure a key is placed on both sides of the door.
283*/ 348*/
284 349int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
286 int i,j; 352 int i, j;
287 int kx,ky; 353 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 354 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 355 object *the_key;
290 356
291 /* get a key and set its keycode */ 357 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 358 the_key = get_archetype ("key2");
293 the_key->slaying = add_string(keycode); 359 the_key->slaying = keycode;
294 360
295
296 if(door_flag==PASS_DOORS) { 361 if (door_flag == PASS_DOORS)
362 {
297 int tries=0; 363 int tries = 0;
364
298 the_keymaster=NULL; 365 the_keymaster = 0;
299 while(tries<15&&the_keymaster==NULL) { 366 while (tries < 15 && !the_keymaster)
300 i = (RANDOM()%(RP->Xsize-2))+1; 367 {
301 j = (RANDOM()%(RP->Ysize-2))+1; 368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
302 tries++; 370 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
304 } 372 }
373
305 /* 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. */
306 if(the_keymaster==NULL) { 375 if (!the_keymaster)
376 {
307 int freeindex; 377 int freeindex;
308 378
309 freeindex = -1; 379 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
311 kx = (RANDOM()%(RP->Xsize-2))+1; 381 {
312 ky = (RANDOM()%(RP->Ysize-2))+1; 382 kx = rndm (RP->Xsize - 2) + 1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky); 383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
314 } 393 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 } 394 }
319 } 395 else
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/ 396 { /* NO_PASS_DOORS --we have to work harder. */
322 /* don't try to keyplace if we're sitting on a blocked square and 397 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */ 398 NO_PASS_DOORS is set. */
324 if(n_keys==1) { 399 if (n_keys == 1)
400 {
325 if(wall_blocked(map,x,y)) return 0; 401 if (wall_blocked (map, x, y))
402 return 0;
403
326 the_keymaster=find_monster_in_room(map,x,y,RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
327 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. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
329 } 407 }
330 else { 408 else
409 {
331 int sum=0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
411
332 /* 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. */
333 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);
334 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);
335 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);
336 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
337 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. */
338 { /* diagnoally this time. */ 419 { /* diagonally this time. */
339 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);
340 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);
341 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);
342 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);
343 } 424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
344 return 1; 435 return 1;
345 }
346 } 436 }
347 437
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); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
356 return 1; 439 return 1;
357} 440}
358 441
359 442
360 443
361/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
362 445
363object *theMonsterToFind; 446object *theMonsterToFind;
364 447
365/* a recursive routine which will return a monster, eventually,if there is one. 448/* 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 */ 449 it does a check-off on the layout, converting 0's to 1's */
367 450
451object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453{
369 int i,j; 454 int i, j;
455
370 /* if we've found a monster already, leave */ 456 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 457 if (theMonsterToFind != NULL)
458 return theMonsterToFind;
372 459
373 /* bounds check x and y */ 460 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
462 return theMonsterToFind;
375 463
376 /* if the square is blocked or searched already, leave */ 464 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 466 return theMonsterToFind; /* might be NULL, that's fine. */
378 467
379 /* check the current square for a monster. If there is one, 468 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 469 set theMonsterToFind and return it. */
381 layout[x][y]=1; 470 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 {
383 object *the_monster = get_map_ob(map,x,y); 473 object *the_monster = GET_MAP_OB (map, x, y);
474
384 /* check off this point */ 475 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 476 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)) { 477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
478 {
387 theMonsterToFind=the_monster; 479 theMonsterToFind = the_monster;
388 return theMonsterToFind; 480 return theMonsterToFind;
389 } 481 }
390 } 482 }
391 483
392 /* 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 */
393 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++)
486 {
394 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);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 488 if (theMonsterToFind != NULL)
489 return theMonsterToFind;
396 } 490 }
397 return theMonsterToFind; 491 return theMonsterToFind;
398} 492}
399 493
400 494
401/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
402 real work. */ 496 real work. */
403 497
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 498object *
499find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
500{
405 char **layout2; 501 char **layout2;
406 int i,j; 502 int i, j;
503
407 theMonsterToFind=0; 504 theMonsterToFind = 0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 505 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 (i = 0; i < RP->Xsize; i++)
508 {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) { 510 for (j = 0; j < RP->Ysize; j++)
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 511 if (wall_blocked (map, i, j))
414 } 512 layout2[i][j] = '#';
415 } 513 }
514
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 516
418 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) { 518 for (i = 0; i < RP->Xsize; i++)
420 free(layout2[i]); 519 free (layout2[i]);
421 } 520
422 free(layout2); 521 free (layout2);
423 522
424 return theMonsterToFind; 523 return theMonsterToFind;
425} 524}
426
427 525
428
429
430/* 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 */
431int *room_free_spots_x; 527int *room_free_spots_x;
432int *room_free_spots_y; 528int *room_free_spots_y;
433int number_of_free_spots_in_room; 529int number_of_free_spots_in_room;
434 530
435/* the workhorse routine, which finds the free spots in a room: 531/* the workhorse routine, which finds the free spots in a room:
436a 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
437that datastructure. */ 533that datastructure. */
438 534void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 535find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
536{
440 int i,j; 537 int i, j;
441 538
442 /* bounds check x and y */ 539 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 540 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
541 return;
444 542
445 /* if the square is blocked or searched already, leave */ 543 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 544 if (layout[x][y] != 0)
545 return;
447 546
448 /* set the current square as checked, and add it to the list. 547 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 548 set theMonsterToFind and return it. */
450 /* check off this point */ 549 /* check off this point */
451 layout[x][y]=1; 550 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 551 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 552 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 553 number_of_free_spots_in_room++;
554
455 /* 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 */
456 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++)
457 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);
458 }
459 558
460} 559}
461 560
462/* 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. */
562void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 563find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
564{
464 char **layout2; 565 char **layout2;
465 int i,j; 566 int i, j;
567
466 number_of_free_spots_in_room=0; 568 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 569 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); 570 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 571
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 572 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 573 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 574 for (i = 0; i < RP->Xsize; i++)
575 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 576 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 577 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 578 if (wall_blocked (map, i, j))
476 } 579 layout2[i][j] = '#';
477 } 580 }
478 581
479 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
481 584
482 if(number_of_free_spots_in_room > 0) { 585 if (number_of_free_spots_in_room > 0)
586 {
483 i = RANDOM()%number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
486 } 590 }
487 591
488 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 593 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 594 free (layout2[i]);
491 } 595
492 free(layout2); 596 free (layout2);
493 free(room_free_spots_x); 597 free (room_free_spots_x);
494 free(room_free_spots_y); 598 free (room_free_spots_y);
495} 599}
496 600
497 601
498/* 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
499 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
500 it'll return 0 if no FREE spots are found.*/ 604 it'll return 0 if no FREE spots are found.*/
501 605void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 606find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
607{
503 int x,y; 608 int x, y;
504 int i; 609 int i;
610
505 x = *cx;y=*cy; 611 x = *cx;
612 y = *cy;
506 613
507 for(i=0;i<=SIZEOFFREE1;i++) { 614 for (i = 0; i <= SIZEOFFREE1; i++)
615 {
508 int lx,ly,sindex; 616 int lx, ly, sindex;
617
509 lx = x +freearr_x[i]; 618 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 619 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 620 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 621 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 622 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 623 {
624 *cx = lx;
625 *cy = ly;
515 return; 626 return;
516 } 627 }
517 } 628 }
518 629
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 630 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 631 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 632 for (i = 0; i <= SIZEOFFREE1; i++)
633 {
522 int lx,ly,sindex; 634 int lx, ly, sindex;
635
523 lx = x +freearr_x[i]; 636 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 637 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 638 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 639 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 640 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 641 {
642 *cx = lx;
643 *cy = ly;
529 return; 644 return;
530 } 645 }
531 } 646 }
532 647
533 /* settle for one surround point */ 648 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 649 for (i = 0; i <= SIZEOFFREE1; i++)
650 {
535 int lx,ly,sindex; 651 int lx, ly, sindex;
652
536 lx = x +freearr_x[i]; 653 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 654 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 655 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 656 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 657 if (sindex)
541 *cx= lx;*cy= ly; 658 {
659 *cx = lx;
660 *cy = ly;
542 return; 661 return;
543 } 662 }
544 } 663 }
545 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 666
667 if (i != -1)
668 {
548 *cx = x +freearr_x[i]; 669 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 670 *cy = y + freearr_y[i];
671 }
672 else
673 {
674 /* indicate failure */
675 *cx = -1;
676 *cy = -1;
677 }
678}
679
680void
681remove_monsters (int x, int y, maptile *map)
682{
683 object *tmp;
684
685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
687 {
688 if (tmp->head)
689 tmp = tmp->head;
690 tmp->remove ();
691 tmp->destroy ();
692 tmp = GET_MAP_OB (map, x, y);
693 if (tmp == NULL)
694 break;
695 };
696}
697
698/* surrounds the point x,y by doors, so as to enclose something, like
699 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/
701object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{
704 int i;
705 const char *doors[2];
706 object **doorlist;
707 int ndoors_made = 0;
708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
709
710 /* this is a list we pick from, for horizontal and vertical doors */
711 if (opts & DOORED)
712 {
713 doors[0] = "locked_door2";
714 doors[1] = "locked_door1";
715 }
716 else
717 {
718 doors[0] = "door_1";
719 doors[1] = "door_2";
720 }
721
722 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++)
724 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726
727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */
729 remove_monsters (x1, y1, map);
730
731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
732 map->insert (new_door, x1, y1);
733 doorlist[ndoors_made] = new_door;
734 ndoors_made++;
735 }
736 }
737
738 return doorlist;
739}
740
741
742/* returns the first door in this square, or NULL if there isn't a door. */
743object *
744door_in_square (maptile *map, int x, int y)
745{
746 object *tmp;
747
748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp;
751 return NULL;
752}
753
754/* the workhorse routine, which finds the doors in a room */
755void
756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
757{
758 int i, j;
759 object *door;
760
761 /* bounds check x and y */
762 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
550 return; 763 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 764
765 /* if the square is blocked or searched already, leave */
766 if (layout[x][y] == 1)
767 return;
556 768
557void remove_monsters(int x,int y,mapstruct *map) { 769 /* check off this point */
558 object *tmp; 770 if (layout[x][y] == '#')
771 { /* there could be a door here */
772 layout[x][y] = 1;
773 door = door_in_square (map, x, y);
774 if (door)
775 {
776 doorlist[*ndoors] = door;
559 777
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 778 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 779 {
562 if(tmp->head) tmp=tmp->head; 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 781 return;
564 free_object(tmp); 782 }
565 tmp=get_map_ob(map,x,y); 783
566 if(tmp==NULL) break; 784 *ndoors = *ndoors + 1;
785 }
567 }; 786 }
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 { 787 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];
595 788 {
789 layout[x][y] = 1;
790
791 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
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);
796 }
797}
798
799/* find a random non-blocked spot in this room to drop a key. */
800object **
801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{
803 int i, j;
804 int ndoors = 0;
805
806 object **doorlist = (object **) calloc (sizeof (int), 1024);
807
808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
810 /* allocate and copy the layout, converting C to 0. */
811 for (i = 0; i < RP->Xsize; i++)
812 for (j = 0; j < RP->Ysize; j++)
596 if(!wall_blocked(map,x1,y1) 813 if (wall_blocked (map, i, j))
597 || layout[x1][y1]=='>') {/* place a door */ 814 layout2[i][j] = '#';
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 815
599 new_door->x = x + freearr_x[i]; 816 /* setup num_free_spots and room_free_spots */
600 new_door->y = y + freearr_y[i]; 817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
601 remove_monsters(new_door->x,new_door->y,map); 818
602 insert_ob_in_map(new_door,map,NULL,0);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 }
607 return doorlist; 819 return doorlist;
608} 820}
609 821
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 822/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
688 824void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
826{
690 object *door; 827 object *door;
691 int i; 828 int i;
829
692 /* lock the doors and hide the keys. */ 830 /* lock the doors and hide the keys. */
693 831
694 if(opts & DOORED) { 832 if (opts & DOORED)
833 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
835 {
696 object *new_door=get_archetype("locked_door1"); 836 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 837 char keybuf[1024];
838
698 door=doorlist[i]; 839 door = doorlist[i];
699 new_door->face = door->face; 840 new_door->face = door->face;
700 new_door->x = door->x; 841 new_door->x = door->x;
701 new_door->y = door->y; 842 new_door->y = door->y;
702 remove_ob(door); 843 door->remove ();
703 free_object(door); 844 door->destroy ();
704 doorlist[i]=new_door; 845 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 846 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 847 sprintf (keybuf, "%d", rndm (1000000000));
707 new_door->slaying = add_string(keybuf); 848 new_door->slaying = keybuf;
708 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);
709 } 850 }
710 } 851 }
711 852
712 /* change the faces of the doors and surrounding walls to hide them. */ 853 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 854 if (opts & HIDDEN)
855 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 856 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
857 {
715 object *wallface; 858 object *wallface;
859
716 door=doorlist[i]; 860 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 861 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 862 if (wallface != NULL)
863 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
723 door->face = wallface->face; 868 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 869 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
725 free_object(wallface); 870 wallface->remove ();
871 wallface->destroy ();
872 }
726 } 873 }
727 }
728 } 874 }
729} 875}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines