--- deliantra/server/random_maps/treasure.C 2006/09/03 00:18:41 1.3 +++ deliantra/server/random_maps/treasure.C 2007/04/15 14:15:14 1.27 @@ -1,67 +1,68 @@ /* - * static char *rcsid_treasure_c = - * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; + * CrossFire, A Multiplayer game + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2001 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - /* placing treasure in maps, where appropriate. */ - - #include #include #include /* some defines for various options which can be set. */ -#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ -#define HIDDEN 2 /* doors to treasure are hidden. */ -#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ -#define DOORED 8 /* treasure has doors around it. */ -#define TRAPPED 16 /* trap dropped in same location as chest. */ -#define SPARSE 32 /* 1/2 as much treasure as default */ -#define RICH 64 /* 2x as much treasure as default */ -#define FILLED 128 /* Fill/tile the entire map with treasure */ -#define LAST_OPTION 64 /* set this to the last real option, for random */ +#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ +#define HIDDEN 2 /* doors to treasure are hidden. */ +#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ +#define DOORED 8 /* treasure has doors around it. */ +#define TRAPPED 16 /* trap dropped in same location as chest. */ +#define SPARSE 32 /* 1/2 as much treasure as default */ +#define RICH 64 /* 2x as much treasure as default */ +#define FILLED 128 /* Fill/tile the entire map with treasure */ +#define LAST_OPTION 64 /* set this to the last real option, for random */ #define NO_PASS_DOORS 0 #define PASS_DOORS 1 +/* a macro to get a strongly centered random distribution, + from 0 to x, centered at x/2 */ +static int +bc_random (int x) +{ + return (rndm (x) + rndm (x) + rndm (x)) / 3; +} /* returns true if square x,y has P_NO_PASS set, which is true for walls * and doors but not monsters. * This function is not map tile aware. */ +int +wall_blocked (maptile *m, int x, int y) +{ + if (OUT_OF_REAL_MAP (m, x, y)) + return 1; -int wall_blocked(mapstruct *m, int x, int y) { - int r; - - if(OUT_OF_REAL_MAP(m,x,y)) - return 1; - r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; - return r; + m->at (x, y).update (); + return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; } /* place treasures in the map, given the @@ -70,205 +71,265 @@ treasure style (may be empty or NULL, or "none" to cause no treasure.) treasureoptions (may be 0 for random choices or positive) */ - -void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { - char styledirname[256]; - char stylefilepath[256]; - mapstruct *style_map=0; +void +place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) +{ + char styledirname[1024]; + char stylefilepath[1024]; + maptile *style_map = 0; int num_treasures; /* bail out if treasure isn't wanted. */ - if(treasure_style) if(!strcmp(treasure_style,"none")) return; - if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); + if (treasure_style) + if (!strcmp (treasure_style, "none")) + return; + + if (treasureoptions <= 0) + treasureoptions = rndm (2 * LAST_OPTION); /* filter out the mutually exclusive options */ - if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { - if(RANDOM()%2) treasureoptions -=1; - else treasureoptions-=2;} + if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) + { + if (rndm (2)) + treasureoptions -= 1; + else + treasureoptions -= 2; + } /* pick the number of treasures */ - if(treasureoptions & SPARSE) - num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); - else if(treasureoptions & RICH) - num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); - else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); - - if(num_treasures <= 0 ) return; + if (treasureoptions & SPARSE) + num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); + else if (treasureoptions & RICH) + num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); + else + num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); + + if (num_treasures <= 0) + return; /* get the style map */ - sprintf(styledirname,"%s","/styles/treasurestyles"); - sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); - style_map = find_style(styledirname,treasure_style,-1); + sprintf (styledirname, "%s", "/styles/treasurestyles"); + sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); + style_map = find_style (styledirname, treasure_style, -1); + + if (!style_map) + { + LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); + return; + } /* all the treasure at one spot in the map. */ - if(treasureoptions & CONCENTRATED) { + if (treasureoptions & CONCENTRATED) + { - /* map_layout_style global, and is previously set */ - switch(RP->map_layout_style) { - case ONION_LAYOUT: - case SPIRAL_LAYOUT: - case SQUARE_SPIRAL_LAYOUT: - { - int i,j; - /* search the onion for C's or '>', and put treasure there. */ - for(i=0;iXsize;i++) { - for(j=0;jYsize;j++) { - if(layout[i][j]=='C' || layout[i][j]=='>') { - int tdiv = RP->symmetry_used; - object **doorlist; + /* map_layout_style global, and is previously set */ + switch (RP->map_layout_style) + { + case LAYOUT_ONION: + case LAYOUT_SPIRAL: + case LAYOUT_SQUARE_SPIRAL: + { + int i, j; + + /* search the onion for C's or '>', and put treasure there. */ + for (i = 0; i < RP->Xsize; i++) + { + for (j = 0; j < RP->Ysize; j++) + { + if (layout[i][j] == 'C' || layout[i][j] == '>') + { + int tdiv = RP->symmetry_used; + object **doorlist; + object *chest; + + if (tdiv == 3) + tdiv = 2; /* this symmetry uses a divisor of 2 */ + /* don't put a chest on an exit. */ + chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); + if (!chest) + continue; /* if no chest was placed NEXT */ + if (treasureoptions & (DOORED | HIDDEN)) + { + doorlist = find_doors_in_room (map, i, j, RP); + lock_and_hide_doors (doorlist, map, treasureoptions, RP); + free (doorlist); + } + } + } + } + break; + } + default: + { + int i, j, tries; object *chest; - if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ - /* don't put a chest on an exit. */ - chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); - if(!chest) continue; /* if no chest was placed NEXT */ - if(treasureoptions & (DOORED|HIDDEN)) { - doorlist=find_doors_in_room(map,i,j,RP); - lock_and_hide_doors(doorlist,map,treasureoptions,RP); - free(doorlist); - } + object **doorlist; + + i = j = -1; + tries = 0; + while (i == -1 && tries < 100) + { + i = rndm (RP->Xsize - 2) + 1; + j = rndm (RP->Ysize - 2) + 1; + find_enclosed_spot (map, &i, &j, RP); + if (wall_blocked (map, i, j)) + i = -1; + tries++; + } + chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); + if (!chest) + return; + i = chest->x; + j = chest->y; + if (treasureoptions & (DOORED | HIDDEN)) + { + doorlist = surround_by_doors (map, layout, i, j, treasureoptions); + lock_and_hide_doors (doorlist, map, treasureoptions, RP); + free (doorlist); + } } - } } - break; - } - default: - { - int i,j,tries; - object *chest; - object **doorlist; - i=j=-1;tries=0; - while(i==-1&&tries<100) { - i = RANDOM()%(RP->Xsize-2)+1; - j = RANDOM()%(RP->Ysize-2)+1; - find_enclosed_spot(map,&i,&j,RP); - if(wall_blocked(map,i,j)) i=-1; - tries++; - } - chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP); - if(!chest) return; - i = chest->x; j = chest->y; - if(treasureoptions & (DOORED|HIDDEN)) { - doorlist=surround_by_doors(map,layout,i,j,treasureoptions); - lock_and_hide_doors(doorlist,map,treasureoptions,RP); - free(doorlist); - } - } } - } - else { /* DIFFUSE treasure layout */ - int ti,i,j; - for(ti=0;tiXsize-2)+1; - j = RANDOM()%(RP->Ysize-2)+1; - place_chest(treasureoptions,i,j,map,style_map,1,RP); + else + { /* DIFFUSE treasure layout */ + int ti, i, j; + + for (ti = 0; ti < num_treasures; ti++) + { + i = rndm (RP->Xsize - 2) + 1; + j = rndm (RP->Ysize - 2) + 1; + place_chest (treasureoptions, i, j, map, style_map, 1, RP); + } } - } } - - /* put a chest into the map, near x and y, with the treasure style determined (may be null, or may be a treasure list from lib/treasures, if the global variable "treasurestyle" is set to that treasure list's name */ -object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { +object * +place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) +{ object *the_chest; - int i,xl,yl; + int i, xl, yl; - the_chest = get_archetype("chest"); /* was "chest_2" */ + the_chest = get_archetype ("chest"); /* was "chest_2" */ /* first, find a place to put the chest. */ - i = find_first_free_spot(the_chest,map,x,y); - if (i == -1) { - free_object(the_chest); - return NULL; - } - xl = x + freearr_x[i]; yl = y + freearr_y[i]; + i = find_first_free_spot (the_chest, map, x, y); + if (i == -1) + { + the_chest->destroy (); + return NULL; + } + + xl = x + freearr_x[i]; + yl = y + freearr_y[i]; /* if the placement is blocked, return a fail. */ - if(wall_blocked(map,xl,yl)) return 0; - - + if (wall_blocked (map, xl, yl)) + return 0; + /* put the treasures in the chest. */ /* if(style_map) { */ -#if 0 /* don't use treasure style maps for now! */ +#if 0 /* don't use treasure style maps for now! */ int ti; + /* if treasurestyle lists a treasure list, use it. */ - treasurelist *tlist=find_treasurelist(RP->treasurestyle); - if(tlist!=NULL) - for(ti=0;tiarch),the_chest); + treasurelist *tlist = find_treasurelist (RP->treasurestyle); + + if (tlist != NULL) + for (ti = 0; ti < n_treasures; ti++) + { /* use the treasure list */ + object *new_treasure = style_map->pick_random_object (); + + insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); + } + else + { /* use the style map */ + the_chest->randomitems = tlist; + the_chest->stats.hp = n_treasures; } - else { /* use the style map */ - the_chest->randomitems=tlist; - the_chest->stats.hp = n_treasures; - } #endif - else { /* neither style_map no treasure list given */ - treasurelist *tlist=find_treasurelist("chest"); - the_chest->randomitems=tlist; + { /* neither style_map no treasure list given */ + treasurelist *tlist = find_treasurelist ("chest"); + + the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; } /* stick a trap in the chest if required */ - if(treasureoptions & TRAPPED) { - mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); - object *the_trap; - if(trap_map) { - the_trap= pick_random_object(trap_map); - the_trap->stats.Cha = 10+RP->difficulty; - the_trap->level = BC_RANDOM((3*RP->difficulty)/2); - if(the_trap) { - object *new_trap; - new_trap = arch_to_object(the_trap->arch); - copy_object(new_trap,the_trap); - new_trap->x = x; - new_trap->y = y; - insert_ob_in_ob(new_trap,the_chest); - } + if (treasureoptions & TRAPPED) + { + maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); + object *the_trap; + + if (trap_map) + { + the_trap = trap_map->pick_random_object (); + the_trap->stats.Cha = 10 + RP->difficulty; + the_trap->level = bc_random ((3 * RP->difficulty) / 2); + if (the_trap) + { + object *new_trap; + + new_trap = arch_to_object (the_trap->arch); + new_trap->copy_to (the_trap); + new_trap->x = x; + new_trap->y = y; + insert_ob_in_ob (new_trap, the_chest); + } + } } - } /* set the chest lock code, and call the keyplacer routine with the lockcode. It's not worth bothering to lock the chest if - there's only 1 treasure....*/ - - if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { - char keybuf[256]; - sprintf(keybuf,"%d",(int)RANDOM()); - the_chest->slaying = keybuf; - keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); - } + there's only 1 treasure.... */ + if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) + { + char keybuf[1024]; + + sprintf (keybuf, "%d", rndm (1000000000)); + the_chest->slaying = keybuf; + keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); + } /* actually place the chest. */ - the_chest->x = xl; the_chest->y = yl; - insert_ob_in_map(the_chest,map,NULL,0); + the_chest->x = xl; + the_chest->y = yl; + insert_ob_in_map (the_chest, map, NULL, 0); return the_chest; } /* finds the closest monster and returns him, regardless of doors or walls */ -object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { +object * +find_closest_monster (maptile *map, int x, int y, random_map_params *RP) +{ int i; - for(i=0;i= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) - /* don't bother searching this square unless the map says life exists.*/ - if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { - object *the_monster=get_map_ob(map,lx,ly); - for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); - if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) - return the_monster; - } - } + + for (i = 0; i < SIZEOFFREE; i++) + { + int lx, ly; + + lx = x + freearr_x[i]; + ly = y + freearr_y[i]; + /* boundscheck */ + if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) + /* don't bother searching this square unless the map says life exists. */ + if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) + { + object *the_monster = GET_MAP_OB (map, lx, ly); + + for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); + if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) + return the_monster; + } + } return NULL; } - + /* places keys in the map, preferably in something alive. @@ -281,118 +342,148 @@ The idea is that you call keyplace on x,y where a door is, and it'll make sure a key is placed on both sides of the door. */ - -int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { - int i,j; - int kx,ky; - object *the_keymaster; /* the monster that gets the key. */ +int +keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) +{ + int i, j; + int kx = 0, ky = 0; + object *the_keymaster; /* the monster that gets the key. */ object *the_key; /* get a key and set its keycode */ - the_key = get_archetype("key2"); + the_key = get_archetype ("key2"); the_key->slaying = keycode; - if(door_flag==PASS_DOORS) { - int tries=0; - the_keymaster=NULL; - while(tries<15&&the_keymaster==NULL) { - i = (RANDOM()%(RP->Xsize-2))+1; - j = (RANDOM()%(RP->Ysize-2))+1; - tries++; - the_keymaster=find_closest_monster(map,i,j,RP); - } - /* if we don't find a good keymaster, drop the key on the ground. */ - if(the_keymaster==NULL) { - int freeindex; - - freeindex = -1; - for(tries = 0; tries < 15 && freeindex == -1; tries++) { - kx = (RANDOM()%(RP->Xsize-2))+1; - ky = (RANDOM()%(RP->Ysize-2))+1; - freeindex = find_first_free_spot(the_key,map,kx,ky); - } - if(freeindex != -1) { - kx += freearr_x[freeindex]; - ky += freearr_y[freeindex]; - } + if (door_flag == PASS_DOORS) + { + int tries = 0; + + the_keymaster = 0; + while (tries < 15 && !the_keymaster) + { + i = rndm (RP->Xsize - 2) + 1; + j = rndm (RP->Ysize - 2) + 1; + tries++; + the_keymaster = find_closest_monster (map, i, j, RP); + } + + /* if we don't find a good keymaster, drop the key on the ground. */ + if (!the_keymaster) + { + int freeindex; + + freeindex = -1; + for (tries = 0; tries < 15 && freeindex == -1; tries++) + { + kx = rndm (RP->Xsize - 2) + 1; + ky = rndm (RP->Ysize - 2) + 1; + freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); + } + + // can freeindex ever be < 0? + if (freeindex >= 0) + { + kx += freearr_x [freeindex]; + ky += freearr_y [freeindex]; + } + } } - } - else { /* NO_PASS_DOORS --we have to work harder.*/ - /* don't try to keyplace if we're sitting on a blocked square and - NO_PASS_DOORS is set. */ - if(n_keys==1) { - if(wall_blocked(map,x,y)) return 0; - the_keymaster=find_monster_in_room(map,x,y,RP); - if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ - find_spot_in_room(map,x,y,&kx,&ky,RP); - } - else { - int sum=0; /* count how many keys we actually place */ - /* I'm lazy, so just try to place in all 4 directions. */ - sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP); - sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP); - sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); - sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); - if(sum < 2) /* we might have made a disconnected map-place more keys. */ - { /* diagnoally this time. */ - keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); - keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); - keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); - keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); + else + { /* NO_PASS_DOORS --we have to work harder. */ + /* don't try to keyplace if we're sitting on a blocked square and + NO_PASS_DOORS is set. */ + if (n_keys == 1) + { + if (wall_blocked (map, x, y)) + return 0; + + the_keymaster = find_monster_in_room (map, x, y, RP); + if (!the_keymaster) /* if fail, find a spot to drop the key. */ + find_spot_in_room (map, x, y, &kx, &ky, RP); } + else + { + int sum = 0; /* count how many keys we actually place */ + + /* I'm lazy, so just try to place in all 4 directions. */ + sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); + sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); + sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); + sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); + + if (sum < 2) /* we might have made a disconnected map-place more keys. */ + { /* diagonally this time. */ + keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); + keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); + keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); + keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); + } + + return 1; + } + } + + if (!the_keymaster) + { + the_key->x = kx; + the_key->y = ky; + insert_ob_in_map (the_key, map, NULL, 0); return 1; - } - } + } - if(the_keymaster==NULL) { - the_key->x = kx; - the_key->y = ky; - insert_ob_in_map(the_key,map,NULL,0); - return 1; - } - - insert_ob_in_ob(the_key,the_keymaster); + insert_ob_in_ob (the_key, the_keymaster); return 1; -} +} -/* both find_monster_in_room routines need to have access to this. */ +/* both find_monster_in_room routines need to have access to this. */ object *theMonsterToFind; /* a recursive routine which will return a monster, eventually,if there is one. - it does a check-off on the layout, converting 0's to 1's */ + it does a check-off on the layout, converting 0's to 1's */ + +object * +find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) +{ + int i, j; -object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { - int i,j; /* if we've found a monster already, leave */ - if(theMonsterToFind!=NULL) return theMonsterToFind; + if (theMonsterToFind != NULL) + return theMonsterToFind; /* bounds check x and y */ - if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; + if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) + return theMonsterToFind; /* if the square is blocked or searched already, leave */ - if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ + if (layout[x][y] != 0) + return theMonsterToFind; /* might be NULL, that's fine. */ /* check the current square for a monster. If there is one, set theMonsterToFind and return it. */ - layout[x][y]=1; - if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { - object *the_monster = get_map_ob(map,x,y); - /* check off this point */ - for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); - if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { - theMonsterToFind=the_monster; - return theMonsterToFind; + layout[x][y] = 1; + if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) + { + object *the_monster = GET_MAP_OB (map, x, y); + + /* check off this point */ + for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); + if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) + { + theMonsterToFind = the_monster; + return theMonsterToFind; + } } - } - + /* now search all the 8 squares around recursively for a monster,in random order */ - for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { - theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); - if(theMonsterToFind!=NULL) return theMonsterToFind; - } + for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + { + theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); + if (theMonsterToFind != NULL) + return theMonsterToFind; + } return theMonsterToFind; } @@ -400,283 +491,340 @@ /* sets up some data structures: the _recursive form does the real work. */ -object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { +object * +find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) +{ char **layout2; - int i,j; - theMonsterToFind=0; - layout2 = (char **) calloc(sizeof(char *),RP->Xsize); + int i, j; + + theMonsterToFind = 0; + layout2 = (char **) calloc (sizeof (char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ - for(i=0;iXsize;i++) { - layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); - for(j=0;jYsize;j++) { - if(wall_blocked(map,i,j)) layout2[i][j] = '#'; + for (i = 0; i < RP->Xsize; i++) + { + layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); + for (j = 0; j < RP->Ysize; j++) + { + if (wall_blocked (map, i, j)) + layout2[i][j] = '#'; + } } - } - theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); - + theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); + /* deallocate the temp. layout */ - for(i=0;iXsize;i++) { - free(layout2[i]); - } - free(layout2); + for (i = 0; i < RP->Xsize; i++) + { + free (layout2[i]); + } + free (layout2); return theMonsterToFind; } - - - -/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ +/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ int *room_free_spots_x; int *room_free_spots_y; -int number_of_free_spots_in_room; +int number_of_free_spots_in_room; /* the workhorse routine, which finds the free spots in a room: a datastructure of free points is set up, and a position chosen from that datastructure. */ - -void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { - int i,j; +void +find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) +{ + int i, j; /* bounds check x and y */ - if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; + if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) + return; /* if the square is blocked or searched already, leave */ - if(layout[x][y]!=0) return; + if (layout[x][y] != 0) + return; /* set the current square as checked, and add it to the list. set theMonsterToFind and return it. */ /* check off this point */ - layout[x][y]=1; - room_free_spots_x[number_of_free_spots_in_room]=x; - room_free_spots_y[number_of_free_spots_in_room]=y; + layout[x][y] = 1; + room_free_spots_x[number_of_free_spots_in_room] = x; + room_free_spots_y[number_of_free_spots_in_room] = y; number_of_free_spots_in_room++; + /* now search all the 8 squares around recursively for free spots,in random order */ - for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { - find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); - } + for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); } /* find a random non-blocked spot in this room to drop a key. */ -void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { +void +find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) +{ char **layout2; - int i,j; - number_of_free_spots_in_room=0; - room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); - room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); + int i, j; + + number_of_free_spots_in_room = 0; + room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); + room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); - layout2 = (char **) calloc(sizeof(char *),RP->Xsize); + layout2 = (char **) calloc (sizeof (char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ - for(i=0;iXsize;i++) { - layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); - for(j=0;jYsize;j++) { - if(wall_blocked(map,i,j)) layout2[i][j] = '#'; + for (i = 0; i < RP->Xsize; i++) + { + layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); + for (j = 0; j < RP->Ysize; j++) + if (wall_blocked (map, i, j)) + layout2[i][j] = '#'; + } + + /* setup num_free_spots and room_free_spots */ + find_spot_in_room_recursive (layout2, x, y, RP); + + if (number_of_free_spots_in_room > 0) + { + i = rndm (number_of_free_spots_in_room); + *kx = room_free_spots_x[i]; + *ky = room_free_spots_y[i]; } - } - - /* setup num_free_spots and room_free_spots */ - find_spot_in_room_recursive(layout2,x,y,RP); - - if(number_of_free_spots_in_room > 0) { - i = RANDOM()%number_of_free_spots_in_room; - *kx = room_free_spots_x[i]; - *ky = room_free_spots_y[i]; - } /* deallocate the temp. layout */ - for(i=0;iXsize;i++) { - free(layout2[i]); - } - free(layout2); - free(room_free_spots_x); - free(room_free_spots_y); + for (i = 0; i < RP->Xsize; i++) + free (layout2[i]); + + free (layout2); + free (room_free_spots_x); + free (room_free_spots_y); } /* searches the map for a spot with walls around it. The more walls the better, but it'll settle for 1 wall, or even 0, but it'll return 0 if no FREE spots are found.*/ - -void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { - int x,y; +void +find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) +{ + int x, y; int i; - x = *cx;y=*cy; - for(i=0;i<=SIZEOFFREE1;i++) { - int lx,ly,sindex; - lx = x +freearr_x[i]; - ly = y +freearr_y[i]; - sindex = surround_flag3(map,lx,ly,RP); - /* if it's blocked on 3 sides, it's enclosed */ - if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { - *cx= lx;*cy= ly; - return; + x = *cx; + y = *cy; + + for (i = 0; i <= SIZEOFFREE1; i++) + { + int lx, ly, sindex; + + lx = x + freearr_x[i]; + ly = y + freearr_y[i]; + sindex = surround_flag3 (map, lx, ly, RP); + /* if it's blocked on 3 sides, it's enclosed */ + if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) + { + *cx = lx; + *cy = ly; + return; + } } - } /* OK, if we got here, we're obviously someplace where there's no enclosed spots--try to find someplace which is 2x enclosed. */ - for(i=0;i<=SIZEOFFREE1;i++) { - int lx,ly,sindex; - lx = x +freearr_x[i]; - ly = y +freearr_y[i]; - sindex = surround_flag3(map,lx,ly,RP); - /* if it's blocked on 3 sides, it's enclosed */ - if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { - *cx= lx;*cy= ly; - return; + for (i = 0; i <= SIZEOFFREE1; i++) + { + int lx, ly, sindex; + + lx = x + freearr_x[i]; + ly = y + freearr_y[i]; + sindex = surround_flag3 (map, lx, ly, RP); + /* if it's blocked on 3 sides, it's enclosed */ + if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) + { + *cx = lx; + *cy = ly; + return; + } } - } /* settle for one surround point */ - for(i=0;i<=SIZEOFFREE1;i++) { - int lx,ly,sindex; - lx = x +freearr_x[i]; - ly = y +freearr_y[i]; - sindex = surround_flag3(map,lx,ly,RP); - /* if it's blocked on 3 sides, it's enclosed */ - if(sindex) { - *cx= lx;*cy= ly; - return; + for (i = 0; i <= SIZEOFFREE1; i++) + { + int lx, ly, sindex; + + lx = x + freearr_x[i]; + ly = y + freearr_y[i]; + sindex = surround_flag3 (map, lx, ly, RP); + /* if it's blocked on 3 sides, it's enclosed */ + if (sindex) + { + *cx = lx; + *cy = ly; + return; + } } - } /* give up and return the closest free spot. */ - i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); - if(i!=-1&&i<=SIZEOFFREE1) { - *cx = x +freearr_x[i]; - *cy = y +freearr_y[i]; - return; - } - /* indicate failure */ - *cx=*cy=-1; -} + i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); + if (i != -1) + { + *cx = x + freearr_x[i]; + *cy = y + freearr_y[i]; + } + else + { + /* indicate failure */ + *cx = -1; + *cy = -1; + } +} -void remove_monsters(int x,int y,mapstruct *map) { +void +remove_monsters (int x, int y, maptile *map) +{ object *tmp; - for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) - if(QUERY_FLAG(tmp,FLAG_ALIVE)) { - if(tmp->head) tmp=tmp->head; - remove_ob(tmp); - free_object(tmp); - tmp=get_map_ob(map,x,y); - if(tmp==NULL) break; - }; + for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) + if (QUERY_FLAG (tmp, FLAG_ALIVE)) + { + if (tmp->head) + tmp = tmp->head; + tmp->remove (); + tmp->destroy (); + tmp = GET_MAP_OB (map, x, y); + if (tmp == NULL) + break; + }; } - /* surrounds the point x,y by doors, so as to enclose something, like a chest. It only goes as far as the 8 squares surrounding, and it'll remove any monsters it finds.*/ - -object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { +object ** +surround_by_doors (maptile *map, char **layout, int x, int y, int opts) +{ int i; - char *doors[2]; + const char *doors[2]; object **doorlist; - int ndoors_made=0; - doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ + int ndoors_made = 0; + doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ /* this is a list we pick from, for horizontal and vertical doors */ - if(opts&DOORED) { - doors[0]="locked_door2"; - doors[1]="locked_door1"; - } - else { - doors[0]="door_1"; - doors[1]="door_2"; - } + if (opts & DOORED) + { + doors[0] = "locked_door2"; + doors[1] = "locked_door1"; + } + else + { + doors[0] = "door_1"; + doors[1] = "door_2"; + } /* place doors in all the 8 adjacent unblocked squares. */ - for(i=1;i<9;i++) { - int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; - - if(!wall_blocked(map,x1,y1) - || layout[x1][y1]=='>') {/* place a door */ - object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); - new_door->x = x + freearr_x[i]; - new_door->y = y + freearr_y[i]; - remove_monsters(new_door->x,new_door->y,map); - insert_ob_in_map(new_door,map,NULL,0); - doorlist[ndoors_made]=new_door; - ndoors_made++; + for (i = 1; i < 9; i++) + { + int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; + + if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') + { /* place a door */ + remove_monsters (x1, y1, map); + + object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); + map->insert (new_door, x1, y1); + doorlist[ndoors_made] = new_door; + ndoors_made++; + } } - } + return doorlist; } /* returns the first door in this square, or NULL if there isn't a door. */ -object *door_in_square(mapstruct *map,int x,int y) { +object * +door_in_square (maptile *map, int x, int y) +{ object *tmp; - for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) - if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; + + for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) + if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) + return tmp; return NULL; } - + /* the workhorse routine, which finds the doors in a room */ -void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { - int i,j; +void +find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) +{ + int i, j; object *door; /* bounds check x and y */ - if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; + if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) + return; /* if the square is blocked or searched already, leave */ - if(layout[x][y]==1) return; + if (layout[x][y] == 1) + return; /* check off this point */ - if(layout[x][y]=='#') { /* there could be a door here */ - layout[x][y]=1; - door=door_in_square(map,x,y); - if(door!=NULL) { - doorlist[*ndoors]=door; - if(*ndoors>254) /* eek! out of memory */ + if (layout[x][y] == '#') + { /* there could be a door here */ + layout[x][y] = 1; + door = door_in_square (map, x, y); + if (door) { - LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); - return; + doorlist[*ndoors] = door; + if (*ndoors > 1022) /* eek! out of memory */ + { + LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); + return; + } + + *ndoors = *ndoors + 1; } - *ndoors=*ndoors+1; } - } - else { - layout[x][y]=1; - /* now search all the 8 squares around recursively for free spots,in random order */ - for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { - find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); + else + { + layout[x][y] = 1; + + /* now search all the 8 squares around recursively for free spots,in random order */ + for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) + find_doors_in_room_recursive (layout, map, + x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], + doorlist, ndoors, RP); } - } } /* find a random non-blocked spot in this room to drop a key. */ -object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { +object ** +find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) +{ char **layout2; object **doorlist; - int i,j; - int ndoors=0; + int i, j; + int ndoors = 0; - doorlist = (object **)calloc(sizeof(int),256); + doorlist = (object **) calloc (sizeof (int), 1024); - - layout2 = (char **) calloc(sizeof(char *),RP->Xsize); + layout2 = (char **) calloc (sizeof (char *), RP->Xsize); /* allocate and copy the layout, converting C to 0. */ - for(i=0;iXsize;i++) { - layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); - for(j=0;jYsize;j++) { - if(wall_blocked(map,i,j)) layout2[i][j] = '#'; + for (i = 0; i < RP->Xsize; i++) + { + layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); + for (j = 0; j < RP->Ysize; j++) + { + if (wall_blocked (map, i, j)) + layout2[i][j] = '#'; + } } - } - - /* setup num_free_spots and room_free_spots */ - find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); + + /* setup num_free_spots and room_free_spots */ + find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); /* deallocate the temp. layout */ - for(i=0;iXsize;i++) { - free(layout2[i]); - } - free(layout2); + for (i = 0; i < RP->Xsize; i++) + free (layout2[i]); + + free (layout2); return doorlist; } @@ -685,44 +833,55 @@ /* locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors. */ -void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { +void +lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) +{ object *door; int i; + /* lock the doors and hide the keys. */ - - if(opts & DOORED) { - for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { - object *new_door=get_archetype("locked_door1"); - char keybuf[256]; - door=doorlist[i]; - new_door->face = door->face; - new_door->x = door->x; - new_door->y = door->y; - remove_ob(door); - free_object(door); - doorlist[i]=new_door; - insert_ob_in_map(new_door,map,NULL,0); - sprintf(keybuf,"%d",(int)RANDOM()); - new_door->slaying = keybuf; - keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); + + if (opts & DOORED) + { + for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) + { + object *new_door = get_archetype ("locked_door1"); + char keybuf[1024]; + + door = doorlist[i]; + new_door->face = door->face; + new_door->x = door->x; + new_door->y = door->y; + door->remove (); + door->destroy (); + doorlist[i] = new_door; + insert_ob_in_map (new_door, map, NULL, 0); + sprintf (keybuf, "%d", rndm (1000000000)); + new_door->slaying = keybuf; + keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); + } } - } /* change the faces of the doors and surrounding walls to hide them. */ - if(opts & HIDDEN) { - for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { - object *wallface; - door=doorlist[i]; - wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); - if(wallface!=NULL) { - retrofit_joined_wall(map,door->x-1,door->y,0,RP); - retrofit_joined_wall(map,door->x+1,door->y,0,RP); - retrofit_joined_wall(map,door->x,door->y-1,0,RP); - retrofit_joined_wall(map,door->x,door->y+1,0,RP); - door->face = wallface->face; - if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); - free_object(wallface); - } + if (opts & HIDDEN) + { + for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) + { + object *wallface; + + door = doorlist[i]; + wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); + if (wallface != NULL) + { + retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); + retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); + retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); + retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); + door->face = wallface->face; + if (!QUERY_FLAG (wallface, FLAG_REMOVED)) + wallface->remove (); + wallface->destroy (); + } + } } - } }