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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.7 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
25
26
27 26
28#include <global.h> 27#include <global.h>
29#include <random_map.h> 28#include <random_map.h>
30#include <rproto.h> 29#include <rproto.h>
31 30
47 46
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 47/* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters. 48 * and doors but not monsters.
50 * This function is not map tile aware. 49 * This function is not map tile aware.
51 */ 50 */
52
53int 51int
54wall_blocked (maptile *m, int x, int y) 52wall_blocked (maptile *m, int x, int y)
55{ 53{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 54 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 55 return 1;
56
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
61 return r; 58 return r;
62} 59}
63 60
64/* place treasures in the map, given the 61/* place treasures in the map, given the
65map, (required) 62map, (required)
66layout, (required) 63layout, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 64treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 65treasureoptions (may be 0 for random choices or positive)
69*/ 66*/
70
71void 67void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 68place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 69{
74 char styledirname[256]; 70 char styledirname[1024];
75 char stylefilepath[256]; 71 char stylefilepath[1024];
76 maptile *style_map = 0; 72 maptile *style_map = 0;
77 int num_treasures; 73 int num_treasures;
78 74
79 /* bail out if treasure isn't wanted. */ 75 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 76 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 77 if (!strcmp (treasure_style, "none"))
82 return; 78 return;
79
83 if (treasureoptions <= 0) 80 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
85 82
86 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 85 {
89 if (RANDOM () % 2) 86 if (rndm (2))
90 treasureoptions -= 1; 87 treasureoptions -= 1;
91 else 88 else
92 treasureoptions -= 2; 89 treasureoptions -= 2;
93 } 90 }
94 91
113 { 110 {
114 111
115 /* map_layout_style global, and is previously set */ 112 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 113 switch (RP->map_layout_style)
117 { 114 {
118 case ONION_LAYOUT: 115 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 116 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 117 case LAYOUT_SQUARE_SPIRAL:
121 { 118 {
122 int i, j; 119 int i, j;
123 120
124 /* search the onion for C's or '>', and put treasure there. */ 121 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 122 for (i = 0; i < RP->Xsize; i++)
126 { 123 {
127 for (j = 0; j < RP->Ysize; j++) 124 for (j = 0; j < RP->Ysize; j++)
128 { 125 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 126 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 127 {
131 int tdiv = RP->symmetry_used; 128 int tdiv = RP->symmetry_used;
132 object **doorlist; 129 object **doorlist;
133 object *chest; 130 object *chest;
134 131
135 if (tdiv == 3) 132 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 133 tdiv = 2; /* this symmetry uses a divisor of 2 */
137 /* don't put a chest on an exit. */ 134 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 135 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
139 if (!chest) 136 if (!chest)
140 continue; /* if no chest was placed NEXT */ 137 continue; /* if no chest was placed NEXT */
141 if (treasureoptions & (DOORED | HIDDEN)) 138 if (treasureoptions & (DOORED | HIDDEN))
142 { 139 {
143 doorlist = find_doors_in_room (map, i, j, RP); 140 doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 141 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 142 free (doorlist);
146 } 143 }
147 } 144 }
148 } 145 }
149 } 146 }
150 break; 147 break;
151 } 148 }
152 default: 149 default:
153 { 150 {
154 int i, j, tries; 151 int i, j, tries;
155 object *chest; 152 object *chest;
156 object **doorlist; 153 object **doorlist;
157 154
158 i = j = -1; 155 i = j = -1;
159 tries = 0; 156 tries = 0;
160 while (i == -1 && tries < 100) 157 while (i == -1 && tries < 100)
161 { 158 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 159 i = RANDOM () % (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 160 j = RANDOM () % (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 161 find_enclosed_spot (map, &i, &j, RP);
165 if (wall_blocked (map, i, j)) 162 if (wall_blocked (map, i, j))
166 i = -1; 163 i = -1;
167 tries++; 164 tries++;
168 } 165 }
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 166 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
170 if (!chest) 167 if (!chest)
171 return; 168 return;
172 i = chest->x; 169 i = chest->x;
173 j = chest->y; 170 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 171 if (treasureoptions & (DOORED | HIDDEN))
175 { 172 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 174 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 175 free (doorlist);
179 } 176 }
180 } 177 }
181 } 178 }
182 } 179 }
183 else 180 else
184 { /* DIFFUSE treasure layout */ 181 { /* DIFFUSE treasure layout */
185 int ti, i, j; 182 int ti, i, j;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 188 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 189 }
193 } 190 }
194} 191}
195 192
196
197
198/* put a chest into the map, near x and y, with the treasure style 193/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 194 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 195 if the global variable "treasurestyle" is set to that treasure list's name */
201 196
202object * 197object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 198place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 199{
205 object *the_chest; 200 object *the_chest;
206 int i, xl, yl; 201 int i, xl, yl;
207 202
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 203 the_chest = get_archetype ("chest"); /* was "chest_2" */
209 204
210 /* first, find a place to put the chest. */ 205 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 206 i = find_first_free_spot (the_chest, map, x, y);
212 if (i == -1) 207 if (i == -1)
213 { 208 {
214 free_object (the_chest); 209 the_chest->destroy ();
215 return NULL; 210 return NULL;
216 } 211 }
212
217 xl = x + freearr_x[i]; 213 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 214 yl = y + freearr_y[i];
219 215
220 /* if the placement is blocked, return a fail. */ 216 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 217 if (wall_blocked (map, xl, yl))
222 return 0; 218 return 0;
223
224 219
225 /* put the treasures in the chest. */ 220 /* put the treasures in the chest. */
226 /* if(style_map) { */ 221 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 222#if 0 /* don't use treasure style maps for now! */
228 int ti; 223 int ti;
241 { /* use the style map */ 236 { /* use the style map */
242 the_chest->randomitems = tlist; 237 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 238 the_chest->stats.hp = n_treasures;
244 } 239 }
245#endif 240#endif
246 else
247 { /* neither style_map no treasure list given */ 241 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 242 treasurelist *tlist = find_treasurelist ("chest");
249 243
250 the_chest->randomitems = tlist; 244 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 245 the_chest->stats.hp = n_treasures;
265 if (the_trap) 259 if (the_trap)
266 { 260 {
267 object *new_trap; 261 object *new_trap;
268 262
269 new_trap = arch_to_object (the_trap->arch); 263 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap); 264 new_trap->copy_to (the_trap);
271 new_trap->x = x; 265 new_trap->x = x;
272 new_trap->y = y; 266 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 267 insert_ob_in_ob (new_trap, the_chest);
274 } 268 }
275 } 269 }
279 the lockcode. It's not worth bothering to lock the chest if 273 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 274 there's only 1 treasure.... */
281 275
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 277 {
284 char keybuf[256]; 278 char keybuf[1024];
285 279
286 sprintf (keybuf, "%d", (int) RANDOM ()); 280 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf; 281 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 } 283 }
297 291
298 292
299/* finds the closest monster and returns him, regardless of doors 293/* finds the closest monster and returns him, regardless of doors
300 or walls */ 294 or walls */
301object * 295object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP) 296find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 297{
304 int i; 298 int i;
305 299
306 for (i = 0; i < SIZEOFFREE; i++) 300 for (i = 0; i < SIZEOFFREE; i++)
307 { 301 {
312 /* boundscheck */ 306 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 307 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */ 308 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 309 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 310 {
317 object *the_monster = get_map_ob (map, lx, ly); 311 object *the_monster = GET_MAP_OB (map, lx, ly);
318 312
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 313 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 314 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster; 315 return the_monster;
322 } 316 }
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335 329
336 The idea is that you call keyplace on x,y where a door is, and it'll make 330 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door. 331 sure a key is placed on both sides of the door.
338*/ 332*/
339
340int 333int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
342{ 335{
343 int i, j; 336 int i, j;
344 int kx, ky; 337 int kx = 0, ky = 0;
345 object *the_keymaster; /* the monster that gets the key. */ 338 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key; 339 object *the_key;
347 340
348 /* get a key and set its keycode */ 341 /* get a key and set its keycode */
349 the_key = get_archetype ("key2"); 342 the_key = get_archetype ("key2");
351 344
352 if (door_flag == PASS_DOORS) 345 if (door_flag == PASS_DOORS)
353 { 346 {
354 int tries = 0; 347 int tries = 0;
355 348
356 the_keymaster = NULL; 349 the_keymaster = 0;
357 while (tries < 15 && the_keymaster == NULL) 350 while (tries < 15 && !the_keymaster)
358 { 351 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1; 352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1; 353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
361 tries++; 354 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP); 355 the_keymaster = find_closest_monster (map, i, j, RP);
363 } 356 }
357
364 /* if we don't find a good keymaster, drop the key on the ground. */ 358 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL) 359 if (!the_keymaster)
366 { 360 {
367 int freeindex; 361 int freeindex;
368 362
369 freeindex = -1; 363 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 365 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky); 368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 } 369 }
370
371 // can freeindex ever be < 0?
376 if (freeindex != -1) 372 if (freeindex >= 0)
377 { 373 {
378 kx += freearr_x[freeindex]; 374 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 375 ky += freearr_y [freeindex];
380 } 376 }
381 } 377 }
382 } 378 }
383 else 379 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 380 { /* NO_PASS_DOORS --we have to work harder. */
386 NO_PASS_DOORS is set. */ 382 NO_PASS_DOORS is set. */
387 if (n_keys == 1) 383 if (n_keys == 1)
388 { 384 {
389 if (wall_blocked (map, x, y)) 385 if (wall_blocked (map, x, y))
390 return 0; 386 return 0;
387
391 the_keymaster = find_monster_in_room (map, x, y, RP); 388 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 390 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 391 }
395 else 392 else
396 { 393 {
397 int sum = 0; /* count how many keys we actually place */ 394 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 396 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 403 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 408 }
409
411 return 1; 410 return 1;
412 } 411 }
413 } 412 }
414 413
415 if (the_keymaster == NULL) 414 if (!the_keymaster)
416 { 415 {
417 the_key->x = kx; 416 the_key->x = kx;
418 the_key->y = ky; 417 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 418 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 419 return 1;
432 431
433/* a recursive routine which will return a monster, eventually,if there is one. 432/* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */ 433 it does a check-off on the layout, converting 0's to 1's */
435 434
436object * 435object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) 436find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 437{
439 int i, j; 438 int i, j;
440 439
441 /* if we've found a monster already, leave */ 440 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 441 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 452 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 453 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 454 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 455 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 456 {
458 object *the_monster = get_map_ob (map, x, y); 457 object *the_monster = GET_MAP_OB (map, x, y);
459 458
460 /* check off this point */ 459 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 460 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 461 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 { 462 {
465 return theMonsterToFind; 464 return theMonsterToFind;
466 } 465 }
467 } 466 }
468 467
469 /* now search all the 8 squares around recursively for a monster,in random order */ 468 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 470 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 471 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 472 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 473 return theMonsterToFind;
475 } 474 }
479 478
480/* sets up some data structures: the _recursive form does the 479/* sets up some data structures: the _recursive form does the
481 real work. */ 480 real work. */
482 481
483object * 482object *
484find_monster_in_room (maptile *map, int x, int y, RMParms * RP) 483find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 484{
486 char **layout2; 485 char **layout2;
487 int i, j; 486 int i, j;
488 487
489 theMonsterToFind = 0; 488 theMonsterToFind = 0;
508 free (layout2); 507 free (layout2);
509 508
510 return theMonsterToFind; 509 return theMonsterToFind;
511} 510}
512 511
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 513int *room_free_spots_x;
518int *room_free_spots_y; 514int *room_free_spots_y;
519int number_of_free_spots_in_room; 515int number_of_free_spots_in_room;
520 516
521/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
522a 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
523that datastructure. */ 519that datastructure. */
524
525void 520void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 521find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 522{
528 int i, j; 523 int i, j;
529 524
530 /* bounds check x and y */ 525 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 526 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 535 /* check off this point */
541 layout[x][y] = 1; 536 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 537 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 538 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 539 number_of_free_spots_in_room++;
540
545 /* now search all the 8 squares around recursively for free spots,in random order */ 541 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 543 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 544
551} 545}
552 546
553/* find a random non-blocked spot in this room to drop a key. */ 547/* find a random non-blocked spot in this room to drop a key. */
554void 548void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) 549find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 550{
557 char **layout2; 551 char **layout2;
558 int i, j; 552 int i, j;
559 553
560 number_of_free_spots_in_room = 0; 554 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 559 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 560 for (i = 0; i < RP->Xsize; i++)
567 { 561 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 562 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 563 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 564 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 565 layout2[i][j] = '#';
573 }
574 } 566 }
575 567
576 /* setup num_free_spots and room_free_spots */ 568 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 569 find_spot_in_room_recursive (layout2, x, y, RP);
578 570
583 *ky = room_free_spots_y[i]; 575 *ky = room_free_spots_y[i];
584 } 576 }
585 577
586 /* deallocate the temp. layout */ 578 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 579 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 580 free (layout2[i]);
590 } 581
591 free (layout2); 582 free (layout2);
592 free (room_free_spots_x); 583 free (room_free_spots_x);
593 free (room_free_spots_y); 584 free (room_free_spots_y);
594} 585}
595 586
596 587
597/* searches the map for a spot with walls around it. The more 588/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 589 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 590 it'll return 0 if no FREE spots are found.*/
600
601void 591void
602find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) 592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 593{
604 int x, y; 594 int x, y;
605 int i; 595 int i;
606 596
607 x = *cx; 597 x = *cx;
656 *cy = ly; 646 *cy = ly;
657 return; 647 return;
658 } 648 }
659 } 649 }
660 /* give up and return the closest free spot. */ 650 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 652
653 if (i != -1)
663 { 654 {
664 *cx = x + freearr_x[i]; 655 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 656 *cy = y + freearr_y[i];
666 return; 657 }
658 else
667 } 659 {
668 /* indicate failure */ 660 /* indicate failure */
661 *cx = -1;
669 *cx = *cy = -1; 662 *cy = -1;
663 }
670} 664}
671
672 665
673void 666void
674remove_monsters (int x, int y, maptile *map) 667remove_monsters (int x, int y, maptile *map)
675{ 668{
676 object *tmp; 669 object *tmp;
677 670
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 673 {
681 if (tmp->head) 674 if (tmp->head)
682 tmp = tmp->head; 675 tmp = tmp->head;
683 remove_ob (tmp); 676 tmp->remove ();
684 free_object (tmp); 677 tmp->destroy ();
685 tmp = get_map_ob (map, x, y); 678 tmp = GET_MAP_OB (map, x, y);
686 if (tmp == NULL) 679 if (tmp == NULL)
687 break; 680 break;
688 }; 681 };
689} 682}
690 683
691
692/* surrounds the point x,y by doors, so as to enclose something, like 684/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 685 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 686 it'll remove any monsters it finds.*/
695
696object ** 687object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 688surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 689{
699 int i; 690 int i;
700 char *doors[2]; 691 char *doors[2];
717 /* place doors in all the 8 adjacent unblocked squares. */ 708 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 709 for (i = 1; i < 9; i++)
719 { 710 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 711 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 712
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 713 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 714 { /* place a door */
715 remove_monsters (x1, y1, map);
716
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 717 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 718 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 719 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 720 ndoors_made++;
732 } 721 }
733 } 722 }
723
734 return doorlist; 724 return doorlist;
735} 725}
736 726
737 727
738/* returns the first door in this square, or NULL if there isn't a door. */ 728/* returns the first door in this square, or NULL if there isn't a door. */
739object * 729object *
740door_in_square (maptile *map, int x, int y) 730door_in_square (maptile *map, int x, int y)
741{ 731{
742 object *tmp; 732 object *tmp;
743 733
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 734 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 736 return tmp;
747 return NULL; 737 return NULL;
748} 738}
749 739
750 740
751/* the workhorse routine, which finds the doors in a room */ 741/* the workhorse routine, which finds the doors in a room */
752void 742void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 744{
755 int i, j; 745 int i, j;
756 object *door; 746 object *door;
757 747
758 /* bounds check x and y */ 748 /* bounds check x and y */
766 /* check off this point */ 756 /* check off this point */
767 if (layout[x][y] == '#') 757 if (layout[x][y] == '#')
768 { /* there could be a door here */ 758 { /* there could be a door here */
769 layout[x][y] = 1; 759 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 760 door = door_in_square (map, x, y);
771 if (door != NULL) 761 if (door)
772 { 762 {
773 doorlist[*ndoors] = door; 763 doorlist[*ndoors] = door;
774 if (*ndoors > 254) /* eek! out of memory */ 764 if (*ndoors > 1022) /* eek! out of memory */
775 { 765 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 766 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 767 return;
778 } 768 }
769
779 *ndoors = *ndoors + 1; 770 *ndoors = *ndoors + 1;
780 } 771 }
781 } 772 }
782 else 773 else
783 { 774 {
784 layout[x][y] = 1; 775 layout[x][y] = 1;
785 /* now search all the 8 squares around recursively for free spots,in random order */ 776 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
787 {
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
789 }
790 } 779 }
791} 780}
792 781
793/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
794object ** 783object **
795find_doors_in_room (maptile *map, int x, int y, RMParms * RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 785{
797 char **layout2; 786 char **layout2;
798 object **doorlist; 787 object **doorlist;
799 int i, j; 788 int i, j;
800 int ndoors = 0; 789 int ndoors = 0;
801 790
802 doorlist = (object **) calloc (sizeof (int), 256); 791 doorlist = (object **) calloc (sizeof (int), 1024);
803
804 792
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
808 { 796 {
817 /* setup num_free_spots and room_free_spots */ 805 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819 807
820 /* deallocate the temp. layout */ 808 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]); 810 free (layout2[i]);
824 } 811
825 free (layout2); 812 free (layout2);
826 return doorlist; 813 return doorlist;
827} 814}
828 815
829 816
830 817
831/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
833 820
834void 821void
835lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 823{
837 object *door; 824 object *door;
838 int i; 825 int i;
839 826
840 /* lock the doors and hide the keys. */ 827 /* lock the doors and hide the keys. */
842 if (opts & DOORED) 829 if (opts & DOORED)
843 { 830 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 { 832 {
846 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
847 char keybuf[256]; 834 char keybuf[1024];
848 835
849 door = doorlist[i]; 836 door = doorlist[i];
850 new_door->face = door->face; 837 new_door->face = door->face;
851 new_door->x = door->x; 838 new_door->x = door->x;
852 new_door->y = door->y; 839 new_door->y = door->y;
853 remove_ob (door); 840 door->remove ();
854 free_object (door); 841 door->destroy ();
855 doorlist[i] = new_door; 842 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 843 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 844 sprintf (keybuf, "%d", (int) RANDOM ());
858 new_door->slaying = keybuf; 845 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 846 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
878 door->face = wallface->face; 865 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
880 remove_ob (wallface); 867 wallface->remove ();
881 free_object (wallface); 868 wallface->destroy ();
882 } 869 }
883 } 870 }
884 } 871 }
885} 872}

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