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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.58 by root, Sun Jul 4 22:12:26 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
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. */ 25/* placing treasure in maps, where appropriate. */
30
31
32 26
33#include <global.h> 27#include <global.h>
34#include <random_map.h> 28#include <random_map.h>
35#include <rproto.h> 29#include <rproto.h>
36 30
37/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
38 32
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 34#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 35#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 36#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 37#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 38#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 39#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 40#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
48 42
49#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 44#define PASS_DOORS 1
51 45
46static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
49static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
50static object **find_doors_in_room (maptile *map, int x, int y);
51static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
54
55/* a macro to get a strongly centered random distribution,
56 from 0 to x, centered at x/2 */
57static int
58bc_random (int x)
59{
60 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
61}
62
63static object *
64gen_key (const shstr &keycode)
65{
66 /* get a key and set its keycode */
67 object *key = archetype::get (shstr_key_random_map);
68 key->slaying = keycode;
69 return key;
70}
71
72/* places keys in the map, preferably in something alive.
73 keycode is the key's code,
74 door_flag is either PASS_DOORS or NO_PASS_DOORS.
75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
76 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
78
79 The idea is that you call keyplace on x,y where a door is, and it'll make
80 sure a key is placed on both sides of the door.
81*/
82static int
83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
84{
85 int i, j;
86 int kx = 0, ky = 0;
87 object *the_keymaster; /* the monster that gets the key. */
88 object *the_key = gen_key (keycode);
89
90 if (door_flag == PASS_DOORS)
91 {
92 int tries = 0;
93
94 the_keymaster = 0;
95 while (tries < 15 && !the_keymaster)
96 {
97 i = rmg_rndm (map->width - 2) + 1;
98 j = rmg_rndm (map->height - 2) + 1;
99 tries++;
100 the_keymaster = find_closest_monster (map, i, j);
101 }
102
103 /* if we don't find a good keymaster, drop the key on the ground. */
104 if (!the_keymaster)
105 {
106 int freeindex;
107
108 freeindex = -1;
109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
110 {
111 kx = rmg_rndm (map->width - 2) + 1;
112 ky = rmg_rndm (map->height - 2) + 1;
113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
114 }
115
116 // can freeindex ever be < 0?
117 if (freeindex >= 0)
118 {
119 kx += freearr_x [freeindex];
120 ky += freearr_y [freeindex];
121 }
122 }
123 }
124 else
125 { /* NO_PASS_DOORS --we have to work harder. */
126 /* don't try to keyplace if we're sitting on a blocked square and
127 NO_PASS_DOORS is set. */
128 if (n_keys == 1)
129 {
130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
133 return 0;
134 }
135
136 the_keymaster = find_monster_in_room (map, x, y);
137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
138 find_spot_in_room (map, x, y, &kx, &ky);
139 }
140 else
141 {
142 int sum = 0; /* count how many keys we actually place */
143
144 /* I'm lazy, so just try to place in all 4 directions. */
145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
149
150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
151 { /* diagonally this time. */
152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
156 }
157
158 the_key->destroy ();
159 return 1;
160 }
161 }
162
163 if (the_keymaster)
164 the_keymaster->head_ ()->insert (the_key);
165 else
166 {
167 the_key->x = kx;
168 the_key->y = ky;
169 insert_ob_in_map (the_key, map, NULL, 0);
170 }
171
172 return 1;
173}
52 174
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 175/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 176 * and doors but not monsters.
55 * This function is not map tile aware. 177 * This function is not map tile aware.
56 */ 178 */
57 179int
58int wall_blocked(mapstruct *m, int x, int y) { 180wall_blocked (maptile *m, int x, int y)
59 int r; 181{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 182 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; 183 return 1;
184
185 m->at (x, y).update ();
186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 187}
66 188
67/* place treasures in the map, given the 189/* place treasures in the map, given the
68map, (required) 190map, (required)
69layout, (required) 191maze, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 192treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
72*/ 194*/
73 195void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
75 char styledirname[256]; 197{
76 char stylefilepath[256];
77 mapstruct *style_map=0;
78 int num_treasures; 198 int num_treasures;
79 199
80 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 201 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 202 if (!strcmp (treasure_style, "none"))
203 return;
204
205 if (treasureoptions <= 0)
206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 207
84 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 210 {
211 if (rmg_rndm (2))
212 treasureoptions -= 1;
213 else
87 else treasureoptions-=2;} 214 treasureoptions -= 2;
215 }
88 216
89 /* pick the number of treasures */ 217 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 219 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 220 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 221 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
222 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 223 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 224
96 if(num_treasures <= 0 ) return; 225 if (num_treasures <= 0)
226 return;
97 227
98 /* get the style map */ 228 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 230
101 style_map = find_style(styledirname,treasure_style,-1); 231 if (!style_map)
232 {
233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
234 return;
235 }
102 236
103 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 238 if (treasureoptions & CONCENTRATED)
105 239 {
106 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 241 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 242 {
243 case LAYOUT_ONION:
244 case LAYOUT_SPIRAL:
245 case LAYOUT_SQUARE_SPIRAL:
246 {
112 int i,j; 247 int i, j;
248
113 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 250 for (i = 0; i < RP->Xsize; i++)
251 {
115 for(j=0;j<RP->Ysize;j++) { 252 for (j = 0; j < RP->Ysize; j++)
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 253 {
254 if (maze[i][j] == 'C' || maze[i][j] == '>')
255 {
117 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
257 object *chest;
258
259 if (tdiv == 3)
260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
262 /* don't put a chest on an exit. */
263 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
264
265 if (!chest)
266 continue; /* if no chest was placed NEXT */
267
268 if (treasureoptions & (DOORED | HIDDEN))
269 {
270 object **doorlist = find_doors_in_room (map, i, j);
271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
272 free (doorlist);
273 }
274 }
275 }
276 }
277 break;
278 }
279
280 default:
281 {
282 int i, j, tries;
283 object *chest;
118 object **doorlist; 284 object **doorlist;
119 object *chest; 285
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 286 i = j = -1;
121 /* don't put a chest on an exit. */ 287 tries = 0;
288 while (i == -1 && tries < 100)
289 {
290 i = rmg_rndm (RP->Xsize - 2) + 1;
291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
293 find_enclosed_spot (map, &i, &j);
294
295 if (wall_blocked (map, i, j))
296 i = -1;
297
298 tries++;
299 }
300
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 302
303 if (!chest)
304 return;
305
306 i = chest->x;
307 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 308 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 309 {
310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 312 free (doorlist);
128 } 313 }
129 } 314 }
130 } 315 }
316 }
317 else
318 { /* DIFFUSE treasure maze */
319 int ti, i, j;
320
321 for (ti = 0; ti < num_treasures; ti++)
131 } 322 {
132 break; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 324 j = rmg_rndm (RP->Ysize - 2) + 1;
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1;
142 j = RANDOM()%(RP->Ysize-2)+1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 326 }
165 } 327 }
166} 328}
167
168
169 329
170/* put a chest into the map, near x and y, with the treasure style 330/* 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, 331 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 */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
173 333static object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 335{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 337
180 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 340 if (i == -1)
183 free_object(the_chest); 341 {
342 the_chest->destroy ();
184 return NULL; 343 return NULL;
185 } 344 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 345
346 int xl = x + freearr_x[i];
347 int yl = y + freearr_y[i];
187 348
188 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 350 if (wall_blocked (map, xl, yl))
190 351 return 0;
191 352
192 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
193 /* if(style_map) { */ 354 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
195 int ti; 356 int ti;
357
196 /* if treasurestyle lists a treasure list, use it. */ 358 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
360
198 if(tlist!=NULL) 361 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 362 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
202 } 367 }
203 else { /* use the style map */ 368 else
369 { /* use the style map */
370 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures;
372 }
373#endif
374 { /* neither style_map no treasure list given */
375 treasurelist *tlist = treasurelist::find ("chest");
376
204 the_chest->randomitems=tlist; 377 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
206 } 379 }
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 }
213 380
214 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 382 if (treasureoptions & TRAPPED)
383 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
217 object *the_trap; 385
218 if(trap_map) { 386 if (trap_map)
219 the_trap= pick_random_object(trap_map); 387 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
220 the_trap->stats.Cha = 10+RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
222 if(the_trap) { 393 if (the_trap)
223 object *new_trap; 394 {
224 new_trap = arch_to_object(the_trap->arch); 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 396
226 new_trap->x = x; 397 new_trap->x = x;
227 new_trap->y = y; 398 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
400 }
229 } 401 }
230 }
231 } 402 }
232 403
233 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 406 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
238 char keybuf[256]; 408 {
239 sprintf(keybuf,"%d",(int)RANDOM()); 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 } 411 }
243 412
244 /* actually place the chest. */ 413 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 414 the_chest->x = xl;
415 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 417 return the_chest;
248} 418}
249 419
250
251/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
252 or walls */ 421static object *
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 422find_closest_monster (maptile *map, int x, int y)
423{
254 int i; 424 int i;
425
255 for(i=0;i<SIZEOFFREE;i++) { 426 for (i = 0; i < SIZEOFFREE; i++)
427 {
256 int lx,ly; 428 int lx, ly;
429
257 lx=x+freearr_x[i]; 430 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 431 ly = y + freearr_y[i];
259 /* boundscheck */ 432 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
261 /* don't bother searching this square unless the map says life exists.*/ 434 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
436 {
263 object *the_monster=get_map_ob(map,lx,ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
438
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
266 return the_monster; 443 return the_monster;
444 }
267 } 445 }
268 }
269 return NULL; 446 return NULL;
270} 447}
271
272 448
273
274/* places keys in the map, preferably in something alive.
275 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS.
277 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
278 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280
281 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door.
283*/
284
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) {
286 int i,j;
287 int kx,ky;
288 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key;
290
291 /* get a key and set its keycode */
292 the_key = get_archetype("key2");
293 the_key->slaying = add_string(keycode);
294
295
296 if(door_flag==PASS_DOORS) {
297 int tries=0;
298 the_keymaster=NULL;
299 while(tries<15&&the_keymaster==NULL) {
300 i = (RANDOM()%(RP->Xsize-2))+1;
301 j = (RANDOM()%(RP->Ysize-2))+1;
302 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP);
304 }
305 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) {
307 int freeindex;
308
309 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) {
311 kx = (RANDOM()%(RP->Xsize-2))+1;
312 ky = (RANDOM()%(RP->Ysize-2))+1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky);
314 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 }
319 }
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/
322 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */
324 if(n_keys==1) {
325 if(wall_blocked(map,x,y)) return 0;
326 the_keymaster=find_monster_in_room(map,x,y,RP);
327 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP);
329 }
330 else {
331 int sum=0; /* count how many keys we actually place */
332 /* I'm lazy, so just try to place in all 4 directions. */
333 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP);
334 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP);
335 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP);
336 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP);
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */
338 { /* diagnoally this time. */
339 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP);
340 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP);
341 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP);
342 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP);
343 }
344 return 1;
345 }
346 }
347
348 if(the_keymaster==NULL) {
349 the_key->x = kx;
350 the_key->y = ky;
351 insert_ob_in_map(the_key,map,NULL,0);
352 return 1;
353 }
354
355 insert_ob_in_ob(the_key,the_keymaster);
356 return 1;
357}
358
359
360
361/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
362 450
363object *theMonsterToFind; 451static object *theMonsterToFind;
364 452
365/* a recursive routine which will return a monster, eventually,if there is one. 453/* 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 */ 454 it does a check-off on the maze, converting 0's to 1's */
367 455static object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
457{
369 int i,j; 458 int i, j;
459
370 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 461 if (theMonsterToFind != NULL)
462 return theMonsterToFind;
372 463
373 /* bounds check x and y */ 464 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
466 return theMonsterToFind;
375 467
376 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
469 if (maze[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 470 return theMonsterToFind; /* might be NULL, that's fine. */
378 471
379 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
381 layout[x][y]=1; 474 maze[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
476 {
383 object *the_monster = get_map_ob(map,x,y); 477 object *the_monster = GET_MAP_OB (map, x, y);
478
384 /* check off this point */ 479 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 480 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
482 {
387 theMonsterToFind=the_monster; 483 theMonsterToFind = the_monster;
388 return theMonsterToFind; 484 return theMonsterToFind;
389 } 485 }
390 } 486 }
391 487
392 /* now search all the 8 squares around recursively for a monster,in random order */ 488 /* 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++) { 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
490 {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 491 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 492 if (theMonsterToFind)
493 return theMonsterToFind;
396 } 494 }
495
397 return theMonsterToFind; 496 return theMonsterToFind;
398} 497}
399
400 498
401/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
402 real work. */ 500 real work. */
501static object *
502find_monster_in_room (maptile *map, int x, int y)
503{
504 layout layout2 (map->width, map->height);
403 505
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 506 // find walls
405 char **layout2; 507 for (int i = 0; i < layout2.w; i++)
406 int i,j; 508 for (int j = 0; j < layout2.h; j++)
509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
510
407 theMonsterToFind=0; 511 theMonsterToFind = 0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) {
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
414 }
415 }
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
417
418 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423 513
424 return theMonsterToFind; 514 return theMonsterToFind;
425} 515}
426
427
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x;
432int *room_free_spots_y;
433int number_of_free_spots_in_room;
434 516
435/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 519that datastructure. */
438 520static void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
440 int i,j; 522{
441
442 /* bounds check x and y */ 523 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
525 return;
444 526
445 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 528 if (maze[x][y] != 0)
529 return;
447 530
448 /* set the current square as checked, and add it to the list. 531 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
450 /* check off this point */ 533 /* check off this point */
451 layout[x][y]=1; 534 maze[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 535 spots.push (point (x, y));
453 room_free_spots_y[number_of_free_spots_in_room]=y; 536
454 number_of_free_spots_in_room++;
455 /* now search all the 8 squares around recursively for free spots,in random order */ 537 /* 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++) { 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
457 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 539 find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
458 }
459 540
460} 541}
461 542
462/* find a random non-blocked spot in this room to drop a key. */ 543/* find a random non-blocked spot in this room to drop a key. */
544static void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
464 char **layout2; 546{
465 int i,j; 547 fixed_stack<point> spots (map->width * map->height);
466 number_of_free_spots_in_room=0;
467 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);
469 548
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 549 layout layout2 (map->width, map->height);
550
471 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 552 for (int i = 0; i < map->width; i++)
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 553 for (int j = 0; j < map->height; j++)
474 for(j=0;j<RP->Ysize;j++) { 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 555
476 }
477 }
478
479 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
481 558
482 if(number_of_free_spots_in_room > 0) { 559 if (spots.size)
483 i = RANDOM()%number_of_free_spots_in_room; 560 {
484 *kx = room_free_spots_x[i]; 561 point p = spots [rmg_rndm (spots.size)];
485 *ky = room_free_spots_y[i]; 562
563 *kx = p.x;
564 *ky = p.y;
486 } 565 }
487
488 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) {
490 free(layout2[i]);
491 }
492 free(layout2);
493 free(room_free_spots_x);
494 free(room_free_spots_y);
495} 566}
496
497 567
498/* searches the map for a spot with walls around it. The more 568/* 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 569 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.*/ 570 it'll return 0 if no FREE spots are found.*/
501 571static void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 572find_enclosed_spot (maptile *map, int *cx, int *cy)
573{
503 int x,y; 574 int x, y;
504 int i; 575 int i;
576
505 x = *cx;y=*cy; 577 x = *cx;
578 y = *cy;
506 579
507 for(i=0;i<=SIZEOFFREE1;i++) { 580 for (i = 0; i <= SIZEOFFREE1; i++)
581 {
508 int lx,ly,sindex; 582 int lx, ly, sindex;
583
509 lx = x +freearr_x[i]; 584 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 585 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 586 sindex = surround_flag3 (map, lx, ly);
512 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 589 {
590 *cx = lx;
591 *cy = ly;
515 return; 592 return;
516 } 593 }
517 } 594 }
518 595
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 596 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 597 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 598 for (i = 0; i <= SIZEOFFREE1; i++)
599 {
522 int lx,ly,sindex; 600 int lx, ly, sindex;
601
523 lx = x +freearr_x[i]; 602 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 603 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 604 sindex = surround_flag3 (map, lx, ly);
526 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 606 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 607 {
608 *cx = lx;
609 *cy = ly;
529 return; 610 return;
530 } 611 }
531 } 612 }
532 613
533 /* settle for one surround point */ 614 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 615 for (i = 0; i <= SIZEOFFREE1; i++)
616 {
535 int lx,ly,sindex; 617 int lx, ly, sindex;
618
536 lx = x +freearr_x[i]; 619 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 620 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 621 sindex = surround_flag3 (map, lx, ly);
539 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 623 if (sindex)
541 *cx= lx;*cy= ly; 624 {
625 *cx = lx;
626 *cy = ly;
542 return; 627 return;
543 } 628 }
544 } 629 }
545 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 632
633 if (i != -1)
634 {
548 *cx = x +freearr_x[i]; 635 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 636 *cy = y + freearr_y[i];
637 }
638 else
639 {
640 /* indicate failure */
641 *cx = -1;
642 *cy = -1;
643 }
644}
645
646static void
647remove_monsters (int x, int y, maptile *map)
648{
649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
650 {
651 object *next = tmp->above;
652
653 if (tmp->flag [FLAG_ALIVE])
654 tmp->head_ ()->destroy ();
655
656 tmp = next;
657 }
658}
659
660/* surrounds the point x,y by doors, so as to enclose something, like
661 a chest. It only goes as far as the 8 squares surrounding, and
662 it'll remove any monsters it finds.*/
663static object **
664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
665{
666 int i;
667 const char *doors[2];
668 object **doorlist;
669 int ndoors_made = 0;
670 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
671
672 /* this is a list we pick from, for horizontal and vertical doors */
673 if (opts & DOORED)
674 {
675 doors[0] = "locked_door2";
676 doors[1] = "locked_door1";
677 }
678 else
679 {
680 doors[0] = "door_1";
681 doors[1] = "door_2";
682 }
683
684 /* place doors in all the 8 adjacent unblocked squares. */
685 for (i = 1; i < 9; i++)
686 {
687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
688
689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
693 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
694 map->insert (new_door, x1, y1);
695 doorlist[ndoors_made] = new_door;
696 ndoors_made++;
697 }
698 }
699
700 return doorlist;
701}
702
703/* returns the first door in this square, or NULL if there isn't a door. */
704static object *
705door_in_square (maptile *map, int x, int y)
706{
707 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
709 return tmp;
710
711 return NULL;
712}
713
714/* the workhorse routine, which finds the doors in a room */
715static void
716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
717{
718 int i, j;
719 object *door;
720
721 /* bounds check x and y */
722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
550 return; 723 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 724
725 /* if the square is blocked or searched already, leave */
726 if (maze[x][y] == 1)
727 return;
556 728
557void remove_monsters(int x,int y,mapstruct *map) { 729 /* check off this point */
558 object *tmp; 730 if (maze[x][y] == '#')
731 { /* there could be a door here */
732 maze[x][y] = 1;
733 door = door_in_square (map, x, y);
734 if (door)
735 {
736 doorlist[*ndoors] = door;
559 737
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 738 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 739 {
562 if(tmp->head) tmp=tmp->head; 740 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 741 return;
564 free_object(tmp); 742 }
565 tmp=get_map_ob(map,x,y); 743
566 if(tmp==NULL) break; 744 *ndoors = *ndoors + 1;
745 }
567 }; 746 }
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 { 747 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];
595 748 {
596 if(!wall_blocked(map,x1,y1) 749 maze[x][y] = 1;
597 || layout[x1][y1]=='>') {/* place a door */ 750
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 751 /* now search all the 8 squares around recursively for free spots,in random order */
599 new_door->x = x + freearr_x[i]; 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
600 new_door->y = y + freearr_y[i]; 753 find_doors_in_room_recursive (maze, map,
601 remove_monsters(new_door->x,new_door->y,map); 754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
602 insert_ob_in_map(new_door,map,NULL,0); 755 doorlist, ndoors);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 } 756 }
757}
758
759/* find a random non-blocked spot in this room to drop a key. */
760static object **
761find_doors_in_room (maptile *map, int x, int y)
762{
763 int i, j;
764 int ndoors = 0;
765
766 object **doorlist = (object **)calloc (sizeof (int), 1024);
767
768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
771 /* allocate and copy the maze, converting C to 0. */
772 for (i = 0; i < map->width; i++)
773 for (j = 0; j < map->height; j++)
774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
775
776 /* setup num_free_spots and room_free_spots */
777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
778
607 return doorlist; 779 return doorlist;
608} 780}
609 781
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 782/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
688 784static void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
786{
690 object *door; 787 object *door;
691 int i; 788 int i;
789
692 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
693 791
694 if(opts & DOORED) { 792 if (opts & DOORED)
793 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
795 {
696 object *new_door=get_archetype("locked_door1"); 796 object *new_door = get_archetype (shstr_locked_door1);
697 char keybuf[256]; 797
698 door=doorlist[i]; 798 door = doorlist[i];
699 new_door->face = door->face; 799 new_door->face = door->face;
700 new_door->x = door->x; 800 new_door->x = door->x;
701 new_door->y = door->y; 801 new_door->y = door->y;
702 remove_ob(door); 802 door->destroy ();
703 free_object(door);
704 doorlist[i]=new_door; 803 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 804 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
707 new_door->slaying = add_string(keybuf);
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
709 } 807 }
710 } 808 }
711 809
712 /* change the faces of the doors and surrounding walls to hide them. */ 810 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 811 if (opts & HIDDEN)
812 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 813 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
814 {
715 object *wallface; 815 object *wallface;
816
716 door=doorlist[i]; 817 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 818 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 819 if (wallface != NULL)
820 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
723 door->face = wallface->face; 826 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 827
725 free_object(wallface); 828 wallface->destroy ();
829 }
726 } 830 }
727 }
728 } 831 }
729} 832}

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