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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC

1
2/* 1/*
3 * static char *rcsid_treasure_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: treasure.C,v 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
31
32
33 26
34#include <global.h> 27#include <global.h>
35#include <random_map.h> 28#include <random_map.h>
36#include <rproto.h> 29#include <rproto.h>
37 30
53 46
54/* 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
55 * and doors but not monsters. 48 * and doors but not monsters.
56 * This function is not map tile aware. 49 * This function is not map tile aware.
57 */ 50 */
58
59int 51int
60wall_blocked (mapstruct *m, int x, int y) 52wall_blocked (maptile *m, int x, int y)
61{ 53{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 54 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 55 return 1;
56
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
67 return r; 58 return r;
68} 59}
69 60
70/* place treasures in the map, given the 61/* place treasures in the map, given the
71map, (required) 62map, (required)
72layout, (required) 63layout, (required)
73treasure 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.)
74treasureoptions (may be 0 for random choices or positive) 65treasureoptions (may be 0 for random choices or positive)
75*/ 66*/
76
77void 67void
78place_treasure (mapstruct *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)
79{ 69{
80 char styledirname[256]; 70 char styledirname[1024];
81 char stylefilepath[256]; 71 char stylefilepath[1024];
82 mapstruct *style_map = 0; 72 maptile *style_map = 0;
83 int num_treasures; 73 int num_treasures;
84 74
85 /* bail out if treasure isn't wanted. */ 75 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 76 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 77 if (!strcmp (treasure_style, "none"))
88 return; 78 return;
79
89 if (treasureoptions <= 0) 80 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
91 82
92 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 85 {
95 if (RANDOM () % 2) 86 if (rndm (2))
96 treasureoptions -= 1; 87 treasureoptions -= 1;
97 else 88 else
98 treasureoptions -= 2; 89 treasureoptions -= 2;
99 } 90 }
100 91
112 /* get the style map */ 103 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 104 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1); 106 style_map = find_style (styledirname, treasure_style, -1);
116 107
108 if (!style_map)
109 {
110 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
111 return;
112 }
113
117 /* all the treasure at one spot in the map. */ 114 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 115 if (treasureoptions & CONCENTRATED)
119 { 116 {
120 117
121 /* map_layout_style global, and is previously set */ 118 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 119 switch (RP->map_layout_style)
123 { 120 {
124 case ONION_LAYOUT: 121 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 122 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 123 case LAYOUT_SQUARE_SPIRAL:
127 { 124 {
128 int i, j; 125 int i, j;
129 126
130 /* search the onion for C's or '>', and put treasure there. */ 127 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 128 for (i = 0; i < RP->Xsize; i++)
132 { 129 {
133 for (j = 0; j < RP->Ysize; j++) 130 for (j = 0; j < RP->Ysize; j++)
134 { 131 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 132 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 133 {
137 int tdiv = RP->symmetry_used; 134 int tdiv = RP->symmetry_used;
138 object **doorlist; 135 object **doorlist;
139 object *chest; 136 object *chest;
140 137
141 if (tdiv == 3) 138 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 139 tdiv = 2; /* this symmetry uses a divisor of 2 */
143 /* don't put a chest on an exit. */ 140 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 141 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
145 if (!chest) 142 if (!chest)
146 continue; /* if no chest was placed NEXT */ 143 continue; /* if no chest was placed NEXT */
147 if (treasureoptions & (DOORED | HIDDEN)) 144 if (treasureoptions & (DOORED | HIDDEN))
148 { 145 {
149 doorlist = find_doors_in_room (map, i, j, RP); 146 doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 147 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 148 free (doorlist);
152 } 149 }
153 } 150 }
154 } 151 }
155 } 152 }
156 break; 153 break;
157 } 154 }
158 default: 155 default:
159 { 156 {
160 int i, j, tries; 157 int i, j, tries;
161 object *chest; 158 object *chest;
162 object **doorlist; 159 object **doorlist;
163 160
164 i = j = -1; 161 i = j = -1;
165 tries = 0; 162 tries = 0;
166 while (i == -1 && tries < 100) 163 while (i == -1 && tries < 100)
167 { 164 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 165 i = RANDOM () % (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 166 j = RANDOM () % (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 167 find_enclosed_spot (map, &i, &j, RP);
171 if (wall_blocked (map, i, j)) 168 if (wall_blocked (map, i, j))
172 i = -1; 169 i = -1;
173 tries++; 170 tries++;
174 } 171 }
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 172 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
176 if (!chest) 173 if (!chest)
177 return; 174 return;
178 i = chest->x; 175 i = chest->x;
179 j = chest->y; 176 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 177 if (treasureoptions & (DOORED | HIDDEN))
181 { 178 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 180 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 181 free (doorlist);
185 } 182 }
186 } 183 }
187 } 184 }
188 } 185 }
189 else 186 else
190 { /* DIFFUSE treasure layout */ 187 { /* DIFFUSE treasure layout */
191 int ti, i, j; 188 int ti, i, j;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 194 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 195 }
199 } 196 }
200} 197}
201 198
202
203
204/* put a chest into the map, near x and y, with the treasure style 199/* put a chest into the map, near x and y, with the treasure style
205 determined (may be null, or may be a treasure list from lib/treasures, 200 determined (may be null, or may be a treasure list from lib/treasures,
206 if the global variable "treasurestyle" is set to that treasure list's name */ 201 if the global variable "treasurestyle" is set to that treasure list's name */
207 202
208object * 203object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 204place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 205{
211 object *the_chest; 206 object *the_chest;
212 int i, xl, yl; 207 int i, xl, yl;
213 208
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 209 the_chest = get_archetype ("chest"); /* was "chest_2" */
215 210
216 /* first, find a place to put the chest. */ 211 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 212 i = find_first_free_spot (the_chest, map, x, y);
218 if (i == -1) 213 if (i == -1)
219 { 214 {
220 free_object (the_chest); 215 the_chest->destroy ();
221 return NULL; 216 return NULL;
222 } 217 }
218
223 xl = x + freearr_x[i]; 219 xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 220 yl = y + freearr_y[i];
225 221
226 /* if the placement is blocked, return a fail. */ 222 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 223 if (wall_blocked (map, xl, yl))
228 return 0; 224 return 0;
229
230 225
231 /* put the treasures in the chest. */ 226 /* put the treasures in the chest. */
232 /* if(style_map) { */ 227 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 228#if 0 /* don't use treasure style maps for now! */
234 int ti; 229 int ti;
247 { /* use the style map */ 242 { /* use the style map */
248 the_chest->randomitems = tlist; 243 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 244 the_chest->stats.hp = n_treasures;
250 } 245 }
251#endif 246#endif
252 else
253 { /* neither style_map no treasure list given */ 247 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 248 treasurelist *tlist = find_treasurelist ("chest");
255 249
256 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
258 } 252 }
259 253
260 /* stick a trap in the chest if required */ 254 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 255 if (treasureoptions & TRAPPED)
262 { 256 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap; 258 object *the_trap;
265 259
266 if (trap_map) 260 if (trap_map)
267 { 261 {
268 the_trap = pick_random_object (trap_map); 262 the_trap = pick_random_object (trap_map);
271 if (the_trap) 265 if (the_trap)
272 { 266 {
273 object *new_trap; 267 object *new_trap;
274 268
275 new_trap = arch_to_object (the_trap->arch); 269 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap); 270 new_trap->copy_to (the_trap);
277 new_trap->x = x; 271 new_trap->x = x;
278 new_trap->y = y; 272 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 273 insert_ob_in_ob (new_trap, the_chest);
280 } 274 }
281 } 275 }
285 the lockcode. It's not worth bothering to lock the chest if 279 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 280 there's only 1 treasure.... */
287 281
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 283 {
290 char keybuf[256]; 284 char keybuf[1024];
291 285
292 sprintf (keybuf, "%d", (int) RANDOM ()); 286 sprintf (keybuf, "%d", (int) RANDOM ());
293 the_chest->slaying = keybuf; 287 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
295 } 289 }
303 297
304 298
305/* finds the closest monster and returns him, regardless of doors 299/* finds the closest monster and returns him, regardless of doors
306 or walls */ 300 or walls */
307object * 301object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 302find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 303{
310 int i; 304 int i;
311 305
312 for (i = 0; i < SIZEOFFREE; i++) 306 for (i = 0; i < SIZEOFFREE; i++)
313 { 307 {
318 /* boundscheck */ 312 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */ 314 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 316 {
323 object *the_monster = get_map_ob (map, lx, ly); 317 object *the_monster = GET_MAP_OB (map, lx, ly);
324 318
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 321 return the_monster;
328 } 322 }
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341 335
342 The idea is that you call keyplace on x,y where a door is, and it'll make 336 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door. 337 sure a key is placed on both sides of the door.
344*/ 338*/
345
346int 339int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
348{ 341{
349 int i, j; 342 int i, j;
350 int kx, ky; 343 int kx = 0, ky = 0;
351 object *the_keymaster; /* the monster that gets the key. */ 344 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key; 345 object *the_key;
353 346
354 /* get a key and set its keycode */ 347 /* get a key and set its keycode */
355 the_key = get_archetype ("key2"); 348 the_key = get_archetype ("key2");
357 350
358 if (door_flag == PASS_DOORS) 351 if (door_flag == PASS_DOORS)
359 { 352 {
360 int tries = 0; 353 int tries = 0;
361 354
362 the_keymaster = NULL; 355 the_keymaster = 0;
363 while (tries < 15 && the_keymaster == NULL) 356 while (tries < 15 && !the_keymaster)
364 { 357 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1; 358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1; 359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
367 tries++; 360 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP); 361 the_keymaster = find_closest_monster (map, i, j, RP);
369 } 362 }
363
370 /* if we don't find a good keymaster, drop the key on the ground. */ 364 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL) 365 if (!the_keymaster)
372 { 366 {
373 int freeindex; 367 int freeindex;
374 368
375 freeindex = -1; 369 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++) 370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 { 371 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky); 374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 } 375 }
376
377 // can freeindex ever be < 0?
382 if (freeindex != -1) 378 if (freeindex >= 0)
383 { 379 {
384 kx += freearr_x[freeindex]; 380 kx += freearr_x [freeindex];
385 ky += freearr_y[freeindex]; 381 ky += freearr_y [freeindex];
386 } 382 }
387 } 383 }
388 } 384 }
389 else 385 else
390 { /* NO_PASS_DOORS --we have to work harder. */ 386 { /* NO_PASS_DOORS --we have to work harder. */
392 NO_PASS_DOORS is set. */ 388 NO_PASS_DOORS is set. */
393 if (n_keys == 1) 389 if (n_keys == 1)
394 { 390 {
395 if (wall_blocked (map, x, y)) 391 if (wall_blocked (map, x, y))
396 return 0; 392 return 0;
393
397 the_keymaster = find_monster_in_room (map, x, y, RP); 394 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP); 396 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 } 397 }
401 else 398 else
402 { 399 {
403 int sum = 0; /* count how many keys we actually place */ 400 int sum = 0; /* count how many keys we actually place */
405 /* I'm lazy, so just try to place in all 4 directions. */ 402 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 403 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 404 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 405 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */ 409 { /* diagonally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 410 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 411 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 412 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 } 414 }
415
417 return 1; 416 return 1;
418 } 417 }
419 } 418 }
420 419
421 if (the_keymaster == NULL) 420 if (!the_keymaster)
422 { 421 {
423 the_key->x = kx; 422 the_key->x = kx;
424 the_key->y = ky; 423 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0); 424 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1; 425 return 1;
438 437
439/* a recursive routine which will return a monster, eventually,if there is one. 438/* a recursive routine which will return a monster, eventually,if there is one.
440 it does a check-off on the layout, converting 0's to 1's */ 439 it does a check-off on the layout, converting 0's to 1's */
441 440
442object * 441object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 442find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
444{ 443{
445 int i, j; 444 int i, j;
446 445
447 /* if we've found a monster already, leave */ 446 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 447 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 458 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 459 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 460 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 461 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 462 {
464 object *the_monster = get_map_ob (map, x, y); 463 object *the_monster = GET_MAP_OB (map, x, y);
465 464
466 /* check off this point */ 465 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 466 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 467 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 468 {
471 return theMonsterToFind; 470 return theMonsterToFind;
472 } 471 }
473 } 472 }
474 473
475 /* now search all the 8 squares around recursively for a monster,in random order */ 474 /* now search all the 8 squares around recursively for a monster,in random order */
476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 { 476 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 477 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
479 if (theMonsterToFind != NULL) 478 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 479 return theMonsterToFind;
481 } 480 }
485 484
486/* sets up some data structures: the _recursive form does the 485/* sets up some data structures: the _recursive form does the
487 real work. */ 486 real work. */
488 487
489object * 488object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 489find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 490{
492 char **layout2; 491 char **layout2;
493 int i, j; 492 int i, j;
494 493
495 theMonsterToFind = 0; 494 theMonsterToFind = 0;
514 free (layout2); 513 free (layout2);
515 514
516 return theMonsterToFind; 515 return theMonsterToFind;
517} 516}
518 517
519
520
521
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 519int *room_free_spots_x;
524int *room_free_spots_y; 520int *room_free_spots_y;
525int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
526 522
527/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 525that datastructure. */
530
531void 526void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 528{
534 int i, j; 529 int i, j;
535 530
536 /* bounds check x and y */ 531 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 541 /* check off this point */
547 layout[x][y] = 1; 542 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
551 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 {
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 550
557} 551}
558 552
559/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
560void 554void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 556{
563 char **layout2; 557 char **layout2;
564 int i, j; 558 int i, j;
565 559
566 number_of_free_spots_in_room = 0; 560 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
573 { 567 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
579 }
580 } 572 }
581 573
582 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
584 576
589 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
590 } 582 }
591 583
592 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 586 free (layout2[i]);
596 } 587
597 free (layout2); 588 free (layout2);
598 free (room_free_spots_x); 589 free (room_free_spots_x);
599 free (room_free_spots_y); 590 free (room_free_spots_y);
600} 591}
601 592
602 593
603/* searches the map for a spot with walls around it. The more 594/* searches the map for a spot with walls around it. The more
604 walls the better, but it'll settle for 1 wall, or even 0, but 595 walls the better, but it'll settle for 1 wall, or even 0, but
605 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
606
607void 597void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 599{
610 int x, y; 600 int x, y;
611 int i; 601 int i;
612 602
613 x = *cx; 603 x = *cx;
662 *cy = ly; 652 *cy = ly;
663 return; 653 return;
664 } 654 }
665 } 655 }
666 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
669 { 660 {
670 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
672 return; 663 }
664 else
673 } 665 {
674 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
675 *cx = *cy = -1; 668 *cy = -1;
669 }
676} 670}
677
678 671
679void 672void
680remove_monsters (int x, int y, mapstruct *map) 673remove_monsters (int x, int y, maptile *map)
681{ 674{
682 object *tmp; 675 object *tmp;
683 676
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 679 {
687 if (tmp->head) 680 if (tmp->head)
688 tmp = tmp->head; 681 tmp = tmp->head;
689 remove_ob (tmp); 682 tmp->remove ();
690 free_object (tmp); 683 tmp->destroy ();
691 tmp = get_map_ob (map, x, y); 684 tmp = GET_MAP_OB (map, x, y);
692 if (tmp == NULL) 685 if (tmp == NULL)
693 break; 686 break;
694 }; 687 };
695} 688}
696 689
697
698/* surrounds the point x,y by doors, so as to enclose something, like 690/* 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 691 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
701
702object ** 693object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 695{
705 int i; 696 int i;
706 char *doors[2]; 697 char *doors[2];
707 object **doorlist; 698 object **doorlist;
708 int ndoors_made = 0; 699 int ndoors_made = 0;
723 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
725 { 716 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 718
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 724 map->insert (new_door, x1, y1);
732 new_door->x = x + freearr_x[i];
733 new_door->y = y + freearr_y[i];
734 remove_monsters (new_door->x, new_door->y, map);
735 insert_ob_in_map (new_door, map, NULL, 0);
736 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 726 ndoors_made++;
738 } 727 }
739 } 728 }
729
740 return doorlist; 730 return doorlist;
741} 731}
742 732
743 733
744/* returns the first door in this square, or NULL if there isn't a door. */ 734/* returns the first door in this square, or NULL if there isn't a door. */
745object * 735object *
746door_in_square (mapstruct *map, int x, int y) 736door_in_square (maptile *map, int x, int y)
747{ 737{
748 object *tmp; 738 object *tmp;
749 739
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 742 return tmp;
753 return NULL; 743 return NULL;
754} 744}
755 745
756 746
757/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
758void 748void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 750{
761 int i, j; 751 int i, j;
762 object *door; 752 object *door;
763 753
764 /* bounds check x and y */ 754 /* bounds check x and y */
772 /* check off this point */ 762 /* check off this point */
773 if (layout[x][y] == '#') 763 if (layout[x][y] == '#')
774 { /* there could be a door here */ 764 { /* there could be a door here */
775 layout[x][y] = 1; 765 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 766 door = door_in_square (map, x, y);
777 if (door != NULL) 767 if (door)
778 { 768 {
779 doorlist[*ndoors] = door; 769 doorlist[*ndoors] = door;
780 if (*ndoors > 254) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
781 { 771 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 773 return;
784 } 774 }
775
785 *ndoors = *ndoors + 1; 776 *ndoors = *ndoors + 1;
786 } 777 }
787 } 778 }
788 else 779 else
789 { 780 {
790 layout[x][y] = 1; 781 layout[x][y] = 1;
791 /* now search all the 8 squares around recursively for free spots,in random order */ 782 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 783 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
793 {
794 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 784 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
795 }
796 } 785 }
797} 786}
798 787
799/* find a random non-blocked spot in this room to drop a key. */ 788/* find a random non-blocked spot in this room to drop a key. */
800object ** 789object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 790find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 791{
803 char **layout2; 792 char **layout2;
804 object **doorlist; 793 object **doorlist;
805 int i, j; 794 int i, j;
806 int ndoors = 0; 795 int ndoors = 0;
807 796
808 doorlist = (object **) calloc (sizeof (int), 256); 797 doorlist = (object **) calloc (sizeof (int), 1024);
809
810 798
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 800 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 801 for (i = 0; i < RP->Xsize; i++)
814 { 802 {
823 /* setup num_free_spots and room_free_spots */ 811 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 812 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 813
826 /* deallocate the temp. layout */ 814 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++) 815 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]); 816 free (layout2[i]);
830 } 817
831 free (layout2); 818 free (layout2);
832 return doorlist; 819 return doorlist;
833} 820}
834 821
835 822
836 823
837/* locks and/or hides all the doors in doorlist, or does nothing if 824/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 825 opts doesn't say to lock/hide doors. */
839 826
840void 827void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 828lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 829{
843 object *door; 830 object *door;
844 int i; 831 int i;
845 832
846 /* lock the doors and hide the keys. */ 833 /* lock the doors and hide the keys. */
848 if (opts & DOORED) 835 if (opts & DOORED)
849 { 836 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 837 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 { 838 {
852 object *new_door = get_archetype ("locked_door1"); 839 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256]; 840 char keybuf[1024];
854 841
855 door = doorlist[i]; 842 door = doorlist[i];
856 new_door->face = door->face; 843 new_door->face = door->face;
857 new_door->x = door->x; 844 new_door->x = door->x;
858 new_door->y = door->y; 845 new_door->y = door->y;
859 remove_ob (door); 846 door->remove ();
860 free_object (door); 847 door->destroy ();
861 doorlist[i] = new_door; 848 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 849 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 850 sprintf (keybuf, "%d", (int) RANDOM ());
864 new_door->slaying = keybuf; 851 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 852 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
884 door->face = wallface->face; 871 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 872 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface); 873 wallface->remove ();
887 free_object (wallface); 874 wallface->destroy ();
888 } 875 }
889 } 876 }
890 } 877 }
891} 878}

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