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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.24 by root, Sat Jan 27 02:19:37 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
42#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 */
43 42
44#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 44#define PASS_DOORS 1
46 45
46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48static int
49bc_random (int x)
50{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3;
52}
47 53
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 54/* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters. 55 * and doors but not monsters.
50 * This function is not map tile aware. 56 * This function is not map tile aware.
51 */ 57 */
52
53int 58int
54wall_blocked (mapstruct *m, int x, int y) 59wall_blocked (maptile *m, int x, int y)
55{ 60{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 61 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 62 return 1;
63
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
61 return r; 65 return r;
62} 66}
63 67
64/* place treasures in the map, given the 68/* place treasures in the map, given the
65map, (required) 69map, (required)
66layout, (required) 70layout, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 71treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 72treasureoptions (may be 0 for random choices or positive)
69*/ 73*/
70
71void 74void
72place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 75place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 76{
74 char styledirname[256]; 77 char styledirname[1024];
75 char stylefilepath[256]; 78 char stylefilepath[1024];
76 mapstruct *style_map = 0; 79 maptile *style_map = 0;
77 int num_treasures; 80 int num_treasures;
78 81
79 /* bail out if treasure isn't wanted. */ 82 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 83 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 84 if (!strcmp (treasure_style, "none"))
82 return; 85 return;
86
83 if (treasureoptions <= 0) 87 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 88 treasureoptions = rndm (2 * LAST_OPTION);
85 89
86 /* filter out the mutually exclusive options */ 90 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 92 {
89 if (RANDOM () % 2) 93 if (rndm (2))
90 treasureoptions -= 1; 94 treasureoptions -= 1;
91 else 95 else
92 treasureoptions -= 2; 96 treasureoptions -= 2;
93 } 97 }
94 98
95 /* pick the number of treasures */ 99 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 100 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 101 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH) 102 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 103 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else 104 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 105 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
102 106
103 if (num_treasures <= 0) 107 if (num_treasures <= 0)
104 return; 108 return;
105 109
106 /* get the style map */ 110 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 111 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1); 113 style_map = find_style (styledirname, treasure_style, -1);
110 114
115 if (!style_map)
116 {
117 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
118 return;
119 }
120
111 /* all the treasure at one spot in the map. */ 121 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 122 if (treasureoptions & CONCENTRATED)
113 { 123 {
114 124
115 /* map_layout_style global, and is previously set */ 125 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 126 switch (RP->map_layout_style)
117 { 127 {
118 case ONION_LAYOUT: 128 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 129 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 130 case LAYOUT_SQUARE_SPIRAL:
121 { 131 {
122 int i, j; 132 int i, j;
123 133
124 /* search the onion for C's or '>', and put treasure there. */ 134 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 135 for (i = 0; i < RP->Xsize; i++)
126 { 136 {
127 for (j = 0; j < RP->Ysize; j++) 137 for (j = 0; j < RP->Ysize; j++)
128 { 138 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 139 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 140 {
131 int tdiv = RP->symmetry_used; 141 int tdiv = RP->symmetry_used;
132 object **doorlist; 142 object **doorlist;
133 object *chest; 143 object *chest;
134 144
135 if (tdiv == 3) 145 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 146 tdiv = 2; /* this symmetry uses a divisor of 2 */
137 /* don't put a chest on an exit. */ 147 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 148 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
139 if (!chest) 149 if (!chest)
140 continue; /* if no chest was placed NEXT */ 150 continue; /* if no chest was placed NEXT */
141 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
142 { 152 {
143 doorlist = find_doors_in_room (map, i, j, RP); 153 doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 155 free (doorlist);
146 } 156 }
147 } 157 }
148 } 158 }
149 } 159 }
150 break; 160 break;
151 } 161 }
152 default: 162 default:
153 { 163 {
154 int i, j, tries; 164 int i, j, tries;
155 object *chest; 165 object *chest;
156 object **doorlist; 166 object **doorlist;
157 167
158 i = j = -1; 168 i = j = -1;
159 tries = 0; 169 tries = 0;
160 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
161 { 171 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
165 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
166 i = -1; 176 i = -1;
167 tries++; 177 tries++;
168 } 178 }
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
170 if (!chest) 180 if (!chest)
171 return; 181 return;
172 i = chest->x; 182 i = chest->x;
173 j = chest->y; 183 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 184 if (treasureoptions & (DOORED | HIDDEN))
175 { 185 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 187 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 188 free (doorlist);
179 } 189 }
180 } 190 }
181 } 191 }
182 } 192 }
183 else 193 else
184 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
185 int ti, i, j; 195 int ti, i, j;
186 196
187 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
188 { 198 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 202 }
193 } 203 }
194} 204}
195
196
197 205
198/* put a chest into the map, near x and y, with the treasure style 206/* 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, 207 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 */ 208 if the global variable "treasurestyle" is set to that treasure list's name */
201 209
202object * 210object *
203place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 211place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 212{
205 object *the_chest; 213 object *the_chest;
206 int i, xl, yl; 214 int i, xl, yl;
207 215
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 216 the_chest = get_archetype ("chest"); /* was "chest_2" */
209 217
210 /* first, find a place to put the chest. */ 218 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 219 i = find_first_free_spot (the_chest, map, x, y);
212 if (i == -1) 220 if (i == -1)
213 { 221 {
214 free_object (the_chest); 222 the_chest->destroy ();
215 return NULL; 223 return NULL;
216 } 224 }
225
217 xl = x + freearr_x[i]; 226 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 227 yl = y + freearr_y[i];
219 228
220 /* if the placement is blocked, return a fail. */ 229 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 230 if (wall_blocked (map, xl, yl))
222 return 0; 231 return 0;
223
224 232
225 /* put the treasures in the chest. */ 233 /* put the treasures in the chest. */
226 /* if(style_map) { */ 234 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 235#if 0 /* don't use treasure style maps for now! */
228 int ti; 236 int ti;
241 { /* use the style map */ 249 { /* use the style map */
242 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
244 } 252 }
245#endif 253#endif
246 else
247 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = find_treasurelist ("chest");
249 256
250 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
252 } 259 }
253 260
254 /* stick a trap in the chest if required */ 261 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 262 if (treasureoptions & TRAPPED)
256 { 263 {
257 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap; 265 object *the_trap;
259 266
260 if (trap_map) 267 if (trap_map)
261 { 268 {
262 the_trap = pick_random_object (trap_map); 269 the_trap = pick_random_object (trap_map);
263 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
265 if (the_trap) 272 if (the_trap)
266 { 273 {
267 object *new_trap; 274 object *new_trap;
268 275
269 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap); 277 new_trap->copy_to (the_trap);
271 new_trap->x = x; 278 new_trap->x = x;
272 new_trap->y = y; 279 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 280 insert_ob_in_ob (new_trap, the_chest);
274 } 281 }
275 } 282 }
276 } 283 }
277 284
278 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 289 {
284 char keybuf[256]; 290 char keybuf[1024];
285 291
286 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
287 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 } 295 }
290 296
291 /* actually place the chest. */ 297 /* actually place the chest. */
297 303
298 304
299/* finds the closest monster and returns him, regardless of doors 305/* finds the closest monster and returns him, regardless of doors
300 or walls */ 306 or walls */
301object * 307object *
302find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 308find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 309{
304 int i; 310 int i;
305 311
306 for (i = 0; i < SIZEOFFREE; i++) 312 for (i = 0; i < SIZEOFFREE; i++)
307 { 313 {
312 /* boundscheck */ 318 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */ 320 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 322 {
317 object *the_monster = get_map_ob (map, lx, ly); 323 object *the_monster = GET_MAP_OB (map, lx, ly);
318 324
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 325 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)) 326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster; 327 return the_monster;
322 } 328 }
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335 341
336 The idea is that you call keyplace on x,y where a door is, and it'll make 342 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. 343 sure a key is placed on both sides of the door.
338*/ 344*/
339
340int 345int
341keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
342{ 347{
343 int i, j; 348 int i, j;
344 int kx, ky; 349 int kx = 0, ky = 0;
345 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key; 351 object *the_key;
347 352
348 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
349 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
351 356
352 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
353 { 358 {
354 int tries = 0; 359 int tries = 0;
355 360
356 the_keymaster = NULL; 361 the_keymaster = 0;
357 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
358 { 363 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
361 tries++; 366 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
363 } 368 }
369
364 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL) 371 if (!the_keymaster)
366 { 372 {
367 int freeindex; 373 int freeindex;
368 374
369 freeindex = -1; 375 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 377 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 } 381 }
382
383 // can freeindex ever be < 0?
376 if (freeindex != -1) 384 if (freeindex >= 0)
377 { 385 {
378 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
380 } 388 }
381 } 389 }
382 } 390 }
383 else 391 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
386 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
387 if (n_keys == 1) 395 if (n_keys == 1)
388 { 396 {
389 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
390 return 0; 398 return 0;
399
391 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 403 }
395 else 404 else
396 { 405 {
397 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* 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); 409 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); 410 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); 411 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); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 415 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 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); 417 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); 418 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); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 420 }
421
411 return 1; 422 return 1;
412 } 423 }
413 } 424 }
414 425
415 if (the_keymaster == NULL) 426 if (!the_keymaster)
416 { 427 {
417 the_key->x = kx; 428 the_key->x = kx;
418 the_key->y = ky; 429 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 431 return 1;
432 443
433/* a recursive routine which will return a monster, eventually,if there is one. 444/* 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 */ 445 it does a check-off on the layout, converting 0's to 1's */
435 446
436object * 447object *
437find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 449{
439 int i, j; 450 int i, j;
440 451
441 /* if we've found a monster already, leave */ 452 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 453 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 464 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 465 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 466 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 468 {
458 object *the_monster = get_map_ob (map, x, y); 469 object *the_monster = GET_MAP_OB (map, x, y);
459 470
460 /* check off this point */ 471 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 472 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)) 473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 { 474 {
465 return theMonsterToFind; 476 return theMonsterToFind;
466 } 477 }
467 } 478 }
468 479
469 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* 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++) 481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 482 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 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) 484 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 485 return theMonsterToFind;
475 } 486 }
479 490
480/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
481 real work. */ 492 real work. */
482 493
483object * 494object *
484find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 496{
486 char **layout2; 497 char **layout2;
487 int i, j; 498 int i, j;
488 499
489 theMonsterToFind = 0; 500 theMonsterToFind = 0;
508 free (layout2); 519 free (layout2);
509 520
510 return theMonsterToFind; 521 return theMonsterToFind;
511} 522}
512 523
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 525int *room_free_spots_x;
518int *room_free_spots_y; 526int *room_free_spots_y;
519int number_of_free_spots_in_room; 527int number_of_free_spots_in_room;
520 528
521/* the workhorse routine, which finds the free spots in a room: 529/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 530a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 531that datastructure. */
524
525void 532void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 533find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 534{
528 int i, j; 535 int i, j;
529 536
530 /* bounds check x and y */ 537 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 538 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 547 /* check off this point */
541 layout[x][y] = 1; 548 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 549 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 550 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 551 number_of_free_spots_in_room++;
552
545 /* now search all the 8 squares around recursively for free spots,in random order */ 553 /* 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++) 554 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); 555 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 556
551} 557}
552 558
553/* find a random non-blocked spot in this room to drop a key. */ 559/* find a random non-blocked spot in this room to drop a key. */
554void 560void
555find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 561find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 562{
557 char **layout2; 563 char **layout2;
558 int i, j; 564 int i, j;
559 565
560 number_of_free_spots_in_room = 0; 566 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 571 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 572 for (i = 0; i < RP->Xsize; i++)
567 { 573 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 575 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 576 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 577 layout2[i][j] = '#';
573 }
574 } 578 }
575 579
576 /* setup num_free_spots and room_free_spots */ 580 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 581 find_spot_in_room_recursive (layout2, x, y, RP);
578 582
579 if (number_of_free_spots_in_room > 0) 583 if (number_of_free_spots_in_room > 0)
580 { 584 {
581 i = RANDOM () % number_of_free_spots_in_room; 585 i = rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 586 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 587 *ky = room_free_spots_y[i];
584 } 588 }
585 589
586 /* deallocate the temp. layout */ 590 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 591 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 592 free (layout2[i]);
590 } 593
591 free (layout2); 594 free (layout2);
592 free (room_free_spots_x); 595 free (room_free_spots_x);
593 free (room_free_spots_y); 596 free (room_free_spots_y);
594} 597}
595 598
596 599
597/* searches the map for a spot with walls around it. The more 600/* 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 601 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.*/ 602 it'll return 0 if no FREE spots are found.*/
600
601void 603void
602find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 604find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 605{
604 int x, y; 606 int x, y;
605 int i; 607 int i;
606 608
607 x = *cx; 609 x = *cx;
656 *cy = ly; 658 *cy = ly;
657 return; 659 return;
658 } 660 }
659 } 661 }
660 /* give up and return the closest free spot. */ 662 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 663 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 664
665 if (i != -1)
663 { 666 {
664 *cx = x + freearr_x[i]; 667 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 668 *cy = y + freearr_y[i];
666 return; 669 }
670 else
667 } 671 {
668 /* indicate failure */ 672 /* indicate failure */
673 *cx = -1;
669 *cx = *cy = -1; 674 *cy = -1;
675 }
670} 676}
671
672 677
673void 678void
674remove_monsters (int x, int y, mapstruct *map) 679remove_monsters (int x, int y, maptile *map)
675{ 680{
676 object *tmp; 681 object *tmp;
677 682
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 685 {
681 if (tmp->head) 686 if (tmp->head)
682 tmp = tmp->head; 687 tmp = tmp->head;
683 remove_ob (tmp); 688 tmp->remove ();
684 free_object (tmp); 689 tmp->destroy ();
685 tmp = get_map_ob (map, x, y); 690 tmp = GET_MAP_OB (map, x, y);
686 if (tmp == NULL) 691 if (tmp == NULL)
687 break; 692 break;
688 }; 693 };
689} 694}
690 695
691
692/* surrounds the point x,y by doors, so as to enclose something, like 696/* 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 697 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 698 it'll remove any monsters it finds.*/
695
696object ** 699object **
697surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 700surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 701{
699 int i; 702 int i;
700 char *doors[2]; 703 char *doors[2];
701 object **doorlist; 704 object **doorlist;
702 int ndoors_made = 0; 705 int ndoors_made = 0;
717 /* place doors in all the 8 adjacent unblocked squares. */ 720 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 721 for (i = 1; i < 9; i++)
719 { 722 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 724
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 726 { /* place a door */
727 remove_monsters (x1, y1, map);
728
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 729 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 730 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; 731 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 732 ndoors_made++;
732 } 733 }
733 } 734 }
735
734 return doorlist; 736 return doorlist;
735} 737}
736 738
737 739
738/* returns the first door in this square, or NULL if there isn't a door. */ 740/* returns the first door in this square, or NULL if there isn't a door. */
739object * 741object *
740door_in_square (mapstruct *map, int x, int y) 742door_in_square (maptile *map, int x, int y)
741{ 743{
742 object *tmp; 744 object *tmp;
743 745
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 746 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 747 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 748 return tmp;
747 return NULL; 749 return NULL;
748} 750}
749 751
750 752
751/* the workhorse routine, which finds the doors in a room */ 753/* the workhorse routine, which finds the doors in a room */
752void 754void
753find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 755find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 756{
755 int i, j; 757 int i, j;
756 object *door; 758 object *door;
757 759
758 /* bounds check x and y */ 760 /* bounds check x and y */
766 /* check off this point */ 768 /* check off this point */
767 if (layout[x][y] == '#') 769 if (layout[x][y] == '#')
768 { /* there could be a door here */ 770 { /* there could be a door here */
769 layout[x][y] = 1; 771 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 772 door = door_in_square (map, x, y);
771 if (door != NULL) 773 if (door)
772 { 774 {
773 doorlist[*ndoors] = door; 775 doorlist[*ndoors] = door;
774 if (*ndoors > 254) /* eek! out of memory */ 776 if (*ndoors > 1022) /* eek! out of memory */
775 { 777 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 778 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 779 return;
778 } 780 }
781
779 *ndoors = *ndoors + 1; 782 *ndoors = *ndoors + 1;
780 } 783 }
781 } 784 }
782 else 785 else
783 { 786 {
784 layout[x][y] = 1; 787 layout[x][y] = 1;
788
785 /* now search all the 8 squares around recursively for free spots,in random order */ 789 /* 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++) 790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 791 find_doors_in_room_recursive (layout, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 793 doorlist, ndoors, RP);
790 } 794 }
791} 795}
792 796
793/* find a random non-blocked spot in this room to drop a key. */ 797/* find a random non-blocked spot in this room to drop a key. */
794object ** 798object **
795find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 800{
797 char **layout2; 801 char **layout2;
798 object **doorlist; 802 object **doorlist;
799 int i, j; 803 int i, j;
800 int ndoors = 0; 804 int ndoors = 0;
801 805
802 doorlist = (object **) calloc (sizeof (int), 256); 806 doorlist = (object **) calloc (sizeof (int), 1024);
803
804 807
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 809 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 810 for (i = 0; i < RP->Xsize; i++)
808 { 811 {
817 /* setup num_free_spots and room_free_spots */ 820 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819 822
820 /* deallocate the temp. layout */ 823 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++) 824 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]); 825 free (layout2[i]);
824 } 826
825 free (layout2); 827 free (layout2);
826 return doorlist; 828 return doorlist;
827} 829}
828 830
829 831
830 832
831/* locks and/or hides all the doors in doorlist, or does nothing if 833/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 834 opts doesn't say to lock/hide doors. */
833 835
834void 836void
835lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 838{
837 object *door; 839 object *door;
838 int i; 840 int i;
839 841
840 /* lock the doors and hide the keys. */ 842 /* lock the doors and hide the keys. */
842 if (opts & DOORED) 844 if (opts & DOORED)
843 { 845 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 { 847 {
846 object *new_door = get_archetype ("locked_door1"); 848 object *new_door = get_archetype ("locked_door1");
847 char keybuf[256]; 849 char keybuf[1024];
848 850
849 door = doorlist[i]; 851 door = doorlist[i];
850 new_door->face = door->face; 852 new_door->face = door->face;
851 new_door->x = door->x; 853 new_door->x = door->x;
852 new_door->y = door->y; 854 new_door->y = door->y;
853 remove_ob (door); 855 door->remove ();
854 free_object (door); 856 door->destroy ();
855 doorlist[i] = new_door; 857 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 858 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 859 sprintf (keybuf, "%d", rndm (1000000000));
858 new_door->slaying = keybuf; 860 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
860 } 862 }
861 } 863 }
862 864
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
878 door->face = wallface->face; 880 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 881 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
880 remove_ob (wallface); 882 wallface->remove ();
881 free_object (wallface); 883 wallface->destroy ();
882 } 884 }
883 } 885 }
884 } 886 }
885} 887}

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