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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
30
31
32 25
33#include <global.h> 26#include <global.h>
34#include <random_map.h> 27#include <random_map.h>
35#include <rproto.h> 28#include <rproto.h>
36 29
37/* some defines for various options which can be set. */ 30/* some defines for various options which can be set. */
38 31
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 33#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 34#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 35#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 36#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 37#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 38#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 39#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
48 41
49#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 43#define PASS_DOORS 1
51 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84 object *the_key = gen_key (keycode);
85
86 if (door_flag == PASS_DOORS)
87 {
88 int tries = 0;
89
90 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster)
92 {
93 i = rmg_rndm (RP->Xsize - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1;
95 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP);
97 }
98
99 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster)
101 {
102 int freeindex;
103
104 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 }
111
112 // can freeindex ever be < 0?
113 if (freeindex >= 0)
114 {
115 kx += freearr_x [freeindex];
116 ky += freearr_y [freeindex];
117 }
118 }
119 }
120 else
121 { /* NO_PASS_DOORS --we have to work harder. */
122 /* don't try to keyplace if we're sitting on a blocked square and
123 NO_PASS_DOORS is set. */
124 if (n_keys == 1)
125 {
126 if (wall_blocked (map, x, y))
127 {
128 the_key->destroy ();
129 return 0;
130 }
131
132 the_keymaster = find_monster_in_room (map, x, y, RP);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP);
135 }
136 else
137 {
138 int sum = 0; /* count how many keys we actually place */
139
140 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
152 }
153
154 the_key->destroy ();
155 return 1;
156 }
157 }
158
159 if (the_keymaster)
160 the_keymaster->head_ ()->insert (the_key);
161 else
162 {
163 the_key->x = kx;
164 the_key->y = ky;
165 insert_ob_in_map (the_key, map, NULL, 0);
166 }
167
168 return 1;
169}
52 170
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 171/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 172 * and doors but not monsters.
55 * This function is not map tile aware. 173 * This function is not map tile aware.
56 */ 174 */
57 175int
58int wall_blocked(mapstruct *m, int x, int y) { 176wall_blocked (maptile *m, int x, int y)
59 int r; 177{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 179 return 1;
180
181 m->at (x, y).update ();
182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 183}
66 184
67/* place treasures in the map, given the 185/* place treasures in the map, given the
68map, (required) 186map, (required)
69layout, (required) 187layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 188treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 189treasureoptions (may be 0 for random choices or positive)
72*/ 190*/
73 191void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 192place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
193{
75 char styledirname[256]; 194 char styledirname[1024];
76 char stylefilepath[256]; 195 char stylefilepath[1024];
77 mapstruct *style_map=0; 196 maptile *style_map = 0;
78 int num_treasures; 197 int num_treasures;
79 198
80 /* bail out if treasure isn't wanted. */ 199 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 200 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 201 if (!strcmp (treasure_style, "none"))
202 return;
203
204 if (treasureoptions <= 0)
205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 206
84 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 209 {
210 if (rmg_rndm (2))
211 treasureoptions -= 1;
212 else
87 else treasureoptions-=2;} 213 treasureoptions -= 2;
214 }
88 215
89 /* pick the number of treasures */ 216 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 218 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 219 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 220 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
221 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 222 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 223
96 if(num_treasures <= 0 ) return; 224 if (num_treasures <= 0)
225 return;
97 226
98 /* get the style map */ 227 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 228 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 230 style_map = find_style (styledirname, treasure_style, -1);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
102 237
103 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 239 if (treasureoptions & CONCENTRATED)
105 240 {
106 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 242 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 243 {
244 case LAYOUT_ONION:
245 case LAYOUT_SPIRAL:
246 case LAYOUT_SQUARE_SPIRAL:
247 {
112 int i,j; 248 int i, j;
249
113 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 251 for (i = 0; i < RP->Xsize; i++)
252 {
115 for(j=0;j<RP->Ysize;j++) { 253 for (j = 0; j < RP->Ysize; j++)
254 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
256 {
117 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
258 object *chest;
259
260 if (tdiv == 3)
261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
263 /* don't put a chest on an exit. */
264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
266 if (!chest)
267 continue; /* if no chest was placed NEXT */
268
269 if (treasureoptions & (DOORED | HIDDEN))
270 {
271 object **doorlist = find_doors_in_room (map, i, j, RP);
272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
273 free (doorlist);
274 }
275 }
276 }
277 }
278 break;
279 }
280
281 default:
282 {
283 int i, j, tries;
284 object *chest;
118 object **doorlist; 285 object **doorlist;
119 object *chest; 286
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 287 i = j = -1;
121 /* don't put a chest on an exit. */ 288 tries = 0;
289 while (i == -1 && tries < 100)
290 {
291 i = rmg_rndm (RP->Xsize - 2) + 1;
292 j = rmg_rndm (RP->Ysize - 2) + 1;
293 find_enclosed_spot (map, &i, &j, RP);
294
295 if (wall_blocked (map, i, j))
296 i = -1;
297
298 tries++;
299 }
300
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 302
303 if (!chest)
304 return;
305
306 i = chest->x;
307 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 308 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 309 {
310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 312 free (doorlist);
128 } 313 }
129 } 314 }
130 } 315 }
316 }
317 else
318 { /* DIFFUSE treasure layout */
319 int ti, i, j;
320
321 for (ti = 0; ti < num_treasures; ti++)
131 } 322 {
132 break; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 324 j = rmg_rndm (RP->Ysize - 2) + 1;
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1;
142 j = RANDOM()%(RP->Ysize-2)+1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 326 }
165 } 327 }
166} 328}
167
168
169 329
170/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
171 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
172 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
173 333object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 335{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 337
180 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 340 if (i == -1)
183 free_object(the_chest); 341 {
342 the_chest->destroy ();
184 return NULL; 343 return NULL;
185 } 344 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 345
346 int xl = x + freearr_x[i];
347 int yl = y + freearr_y[i];
187 348
188 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 350 if (wall_blocked (map, xl, yl))
190 351 return 0;
191 352
192 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
193 /* if(style_map) { */ 354 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
195 int ti; 356 int ti;
357
196 /* if treasurestyle lists a treasure list, use it. */ 358 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
360
198 if(tlist!=NULL) 361 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 362 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 367 }
203 else { /* use the style map */ 368 else
369 { /* use the style map */
370 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures;
372 }
373#endif
374 { /* neither style_map no treasure list given */
375 treasurelist *tlist = treasurelist::find ("chest");
376
204 the_chest->randomitems=tlist; 377 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
206 } 379 }
207#endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213 380
214 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 382 if (treasureoptions & TRAPPED)
383 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 385
218 if(trap_map) { 386 if (trap_map)
219 the_trap= pick_random_object(trap_map); 387 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
220 the_trap->stats.Cha = 10+RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
222 if(the_trap) { 393 if (the_trap)
223 object *new_trap; 394 {
224 new_trap = arch_to_object(the_trap->arch); 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 396
226 new_trap->x = x; 397 new_trap->x = x;
227 new_trap->y = y; 398 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
400 }
229 } 401 }
230 }
231 } 402 }
232 403
233 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 406 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
238 char keybuf[256]; 408 {
239 sprintf(keybuf,"%d",(int)RANDOM()); 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
240 the_chest->slaying = keybuf; 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 } 411 }
243 412
244 /* actually place the chest. */ 413 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 414 the_chest->x = xl;
415 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 417 return the_chest;
248} 418}
249 419
250 420
251/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors
252 or walls */ 422 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 423object *
424find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
425{
254 int i; 426 int i;
427
255 for(i=0;i<SIZEOFFREE;i++) { 428 for (i = 0; i < SIZEOFFREE; i++)
429 {
256 int lx,ly; 430 int lx, ly;
431
257 lx=x+freearr_x[i]; 432 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 433 ly = y + freearr_y[i];
259 /* boundscheck */ 434 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 435 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 436 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 437 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
438 {
263 object *the_monster=get_map_ob(map,lx,ly); 439 object *the_monster = GET_MAP_OB (map, lx, ly);
440
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 441 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 442 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 443 return the_monster;
444 }
267 } 445 }
268 }
269 return NULL; 446 return NULL;
270} 447}
271
272 448
273
274/* places keys in the map, preferably in something alive.
275 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS.
277 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
278 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280
281 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door.
283*/
284
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) {
286 int i,j;
287 int kx,ky;
288 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key;
290
291 /* get a key and set its keycode */
292 the_key = get_archetype("key2");
293 the_key->slaying = keycode;
294
295 if(door_flag==PASS_DOORS) {
296 int tries=0;
297 the_keymaster=NULL;
298 while(tries<15&&the_keymaster==NULL) {
299 i = (RANDOM()%(RP->Xsize-2))+1;
300 j = (RANDOM()%(RP->Ysize-2))+1;
301 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP);
303 }
304 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) {
306 int freeindex;
307
308 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) {
310 kx = (RANDOM()%(RP->Xsize-2))+1;
311 ky = (RANDOM()%(RP->Ysize-2))+1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky);
313 }
314 if(freeindex != -1) {
315 kx += freearr_x[freeindex];
316 ky += freearr_y[freeindex];
317 }
318 }
319 }
320 else { /* NO_PASS_DOORS --we have to work harder.*/
321 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */
323 if(n_keys==1) {
324 if(wall_blocked(map,x,y)) return 0;
325 the_keymaster=find_monster_in_room(map,x,y,RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP);
328 }
329 else {
330 int sum=0; /* count how many keys we actually place */
331 /* I'm lazy, so just try to place in all 4 directions. */
332 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP);
333 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP);
334 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP);
335 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP);
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP);
339 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP);
340 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP);
341 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP);
342 }
343 return 1;
344 }
345 }
346
347 if(the_keymaster==NULL) {
348 the_key->x = kx;
349 the_key->y = ky;
350 insert_ob_in_map(the_key,map,NULL,0);
351 return 1;
352 }
353
354 insert_ob_in_ob(the_key,the_keymaster);
355 return 1;
356}
357
358
359
360/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
361 450
362object *theMonsterToFind; 451object *theMonsterToFind;
363 452
364/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
365 it does a check-off on the layout, converting 0's to 1's */ 454 it does a check-off on the layout, converting 0's to 1's */
366 455
456object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 457find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
458{
368 int i,j; 459 int i, j;
460
369 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 462 if (theMonsterToFind != NULL)
463 return theMonsterToFind;
371 464
372 /* bounds check x and y */ 465 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 466 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
467 return theMonsterToFind;
374 468
375 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
470 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 471 return theMonsterToFind; /* might be NULL, that's fine. */
377 472
378 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
380 layout[x][y]=1; 475 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
477 {
382 object *the_monster = get_map_ob(map,x,y); 478 object *the_monster = GET_MAP_OB (map, x, y);
479
383 /* check off this point */ 480 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 481 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
385 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 482 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
483 {
386 theMonsterToFind=the_monster; 484 theMonsterToFind = the_monster;
387 return theMonsterToFind; 485 return theMonsterToFind;
388 } 486 }
389 } 487 }
390 488
391 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
392 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
491 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 492 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
394 if(theMonsterToFind!=NULL) return theMonsterToFind; 493 if (theMonsterToFind != NULL)
494 return theMonsterToFind;
395 } 495 }
496
396 return theMonsterToFind; 497 return theMonsterToFind;
397} 498}
398
399 499
400/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
401 real work. */ 501 real work. */
502object *
503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
504{
505 Layout layout2 (RP);
402 506
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 507 layout2->clear ();
404 char **layout2; 508
405 int i,j;
406 theMonsterToFind=0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 509 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 510 for (int i = 0; i < layout2->w; i++)
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 511 for (int j = 0; j < layout2->h; j++)
411 for(j=0;j<RP->Ysize;j++) { 512 if (wall_blocked (map, i, j))
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 513 layout2[i][j] = '#';
413 } 514
414 } 515 theMonsterToFind = 0;
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 517
417 /* deallocate the temp. layout */ 518 layout2.free ();
418 for(i=0;i<RP->Xsize;i++) {
419 free(layout2[i]);
420 }
421 free(layout2);
422 519
423 return theMonsterToFind; 520 return theMonsterToFind;
424} 521}
425
426 522
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 524int *room_free_spots_x;
431int *room_free_spots_y; 525int *room_free_spots_y;
432int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
433 527
434/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 530that datastructure. */
437 531void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{
439 int i,j; 534 int i, j;
440 535
441 /* bounds check x and y */ 536 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
538 return;
443 539
444 /* if the square is blocked or searched already, leave */ 540 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 541 if (layout[x][y] != 0)
542 return;
446 543
447 /* set the current square as checked, and add it to the list. 544 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 545 set theMonsterToFind and return it. */
449 /* check off this point */ 546 /* check off this point */
450 layout[x][y]=1; 547 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
454 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
455 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 553 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
456 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 555
459} 556}
460 557
461/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
559void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
561{
463 char **layout2; 562 char **layout2;
464 int i,j; 563 int i, j;
564
465 number_of_free_spots_in_room=0; 565 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 566 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
467 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 567 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 568
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 571 for (i = 0; i < RP->Xsize; i++)
572 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 574 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 575 if (wall_blocked (map, i, j))
475 } 576 layout2[i][j] = '#';
476 } 577 }
477 578
478 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
480 581
481 if(number_of_free_spots_in_room > 0) { 582 if (number_of_free_spots_in_room > 0)
583 {
482 i = RANDOM()%number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
483 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
485 } 587 }
486 588
487 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 590 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 591 free (layout2[i]);
490 } 592
491 free(layout2); 593 free (layout2);
492 free(room_free_spots_x); 594 free (room_free_spots_x);
493 free(room_free_spots_y); 595 free (room_free_spots_y);
494} 596}
495 597
496 598
497/* searches the map for a spot with walls around it. The more 599/* searches the map for a spot with walls around it. The more
498 walls the better, but it'll settle for 1 wall, or even 0, but 600 walls the better, but it'll settle for 1 wall, or even 0, but
499 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
500 602void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{
502 int x,y; 605 int x, y;
503 int i; 606 int i;
607
504 x = *cx;y=*cy; 608 x = *cx;
609 y = *cy;
505 610
506 for(i=0;i<=SIZEOFFREE1;i++) { 611 for (i = 0; i <= SIZEOFFREE1; i++)
612 {
507 int lx,ly,sindex; 613 int lx, ly, sindex;
614
508 lx = x +freearr_x[i]; 615 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 616 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 617 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 618 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 620 {
621 *cx = lx;
622 *cy = ly;
514 return; 623 return;
515 } 624 }
516 } 625 }
517 626
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 627 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 628 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 629 for (i = 0; i <= SIZEOFFREE1; i++)
630 {
521 int lx,ly,sindex; 631 int lx, ly, sindex;
632
522 lx = x +freearr_x[i]; 633 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 634 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 635 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 636 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 638 {
639 *cx = lx;
640 *cy = ly;
528 return; 641 return;
529 } 642 }
530 } 643 }
531 644
532 /* settle for one surround point */ 645 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 646 for (i = 0; i <= SIZEOFFREE1; i++)
647 {
534 int lx,ly,sindex; 648 int lx, ly, sindex;
649
535 lx = x +freearr_x[i]; 650 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 651 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 652 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 653 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 654 if (sindex)
540 *cx= lx;*cy= ly; 655 {
656 *cx = lx;
657 *cy = ly;
541 return; 658 return;
542 } 659 }
543 } 660 }
544 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 663
664 if (i != -1)
665 {
547 *cx = x +freearr_x[i]; 666 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 667 *cy = y + freearr_y[i];
549 return;
550 } 668 }
669 else
670 {
551 /* indicate failure */ 671 /* indicate failure */
552 *cx=*cy=-1; 672 *cx = -1;
673 *cy = -1;
674 }
553} 675}
554 676
555 677void
556void remove_monsters(int x,int y,mapstruct *map) { 678remove_monsters (int x, int y, maptile *map)
679{
557 object *tmp; 680 object *tmp;
558 681
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 684 {
562 remove_ob(tmp); 685 if (tmp->head)
563 free_object(tmp); 686 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 687 tmp->remove ();
688 tmp->destroy ();
689 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 690 if (tmp == NULL)
691 break;
566 }; 692 };
567} 693}
568
569 694
570/* surrounds the point x,y by doors, so as to enclose something, like 695/* surrounds the point x,y by doors, so as to enclose something, like
571 a chest. It only goes as far as the 8 squares surrounding, and 696 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
573 698object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
700{
575 int i; 701 int i;
576 char *doors[2]; 702 const char *doors[2];
577 object **doorlist; 703 object **doorlist;
578 int ndoors_made=0; 704 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 706
581 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 708 if (opts & DOORED)
709 {
583 doors[0]="locked_door2"; 710 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 711 doors[1] = "locked_door1";
585 } 712 }
586 else { 713 else
714 {
587 doors[0]="door_1"; 715 doors[0] = "door_1";
588 doors[1]="door_2"; 716 doors[1] = "door_2";
589 } 717 }
590 718
591 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 720 for (i = 1; i < 9; i++)
721 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 723
595 if(!wall_blocked(map,x1,y1) 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
598 new_door->x = x + freearr_x[i]; 729 map->insert (new_door, x1, y1);
599 new_door->y = y + freearr_y[i];
600 remove_monsters(new_door->x,new_door->y,map);
601 insert_ob_in_map(new_door,map,NULL,0);
602 doorlist[ndoors_made]=new_door; 730 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 731 ndoors_made++;
604 } 732 }
605 } 733 }
734
606 return doorlist; 735 return doorlist;
607} 736}
608 737
609 738
610/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
740object *
611object *door_in_square(mapstruct *map,int x,int y) { 741door_in_square (maptile *map, int x, int y)
742{
612 object *tmp; 743 object *tmp;
744
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp;
615 return NULL; 748 return NULL;
616} 749}
617
618 750
619/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
752void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{
621 int i,j; 755 int i, j;
622 object *door; 756 object *door;
623 757
624 /* bounds check x and y */ 758 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
760 return;
626 761
627 /* if the square is blocked or searched already, leave */ 762 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 763 if (layout[x][y] == 1)
764 return;
629 765
630 /* check off this point */ 766 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 767 if (layout[x][y] == '#')
768 { /* there could be a door here */
632 layout[x][y]=1; 769 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 770 door = door_in_square (map, x, y);
634 if(door!=NULL) { 771 if (door)
772 {
635 doorlist[*ndoors]=door; 773 doorlist[*ndoors] = door;
774
636 if(*ndoors>254) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
637 { 776 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 778 return;
640 } 779 }
780
641 *ndoors=*ndoors+1; 781 *ndoors = *ndoors + 1;
642 } 782 }
643 } 783 }
644 else { 784 else
785 {
645 layout[x][y]=1; 786 layout[x][y] = 1;
787
646 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
647 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
648 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); 790 find_doors_in_room_recursive (layout, map,
649 } 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
650 } 793 }
651} 794}
652 795
653/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
654object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { 797object **
655 char **layout2; 798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
656 object **doorlist; 799{
657 int i,j; 800 int i, j;
658 int ndoors=0; 801 int ndoors = 0;
659 802
660 doorlist = (object **)calloc(sizeof(int),256); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
661 804
805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
662 807
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 809 for (i = 0; i < RP->Xsize; i++)
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 810 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
669 } 812
670 }
671
672 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 815
675 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) {
677 free(layout2[i]);
678 }
679 free(layout2);
680 return doorlist; 816 return doorlist;
681} 817}
682
683
684 818
685/* locks and/or hides all the doors in doorlist, or does nothing if 819/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
687 821void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{
689 object *door; 824 object *door;
690 int i; 825 int i;
826
691 /* lock the doors and hide the keys. */ 827 /* lock the doors and hide the keys. */
692 828
693 if(opts & DOORED) { 829 if (opts & DOORED)
830 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
832 {
695 object *new_door=get_archetype("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 834
697 door=doorlist[i]; 835 door = doorlist[i];
698 new_door->face = door->face; 836 new_door->face = door->face;
699 new_door->x = door->x; 837 new_door->x = door->x;
700 new_door->y = door->y; 838 new_door->y = door->y;
701 remove_ob(door); 839 door->remove ();
702 free_object(door); 840 door->destroy ();
703 doorlist[i]=new_door; 841 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 842 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
706 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
708 } 845 }
709 } 846 }
710 847
711 /* change the faces of the doors and surrounding walls to hide them. */ 848 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 849 if (opts & HIDDEN)
850 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 851 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
852 {
714 object *wallface; 853 object *wallface;
854
715 door=doorlist[i]; 855 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 856 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 857 if (wallface != NULL)
858 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
722 door->face = wallface->face; 864 door->face = wallface->face;
865
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 867 wallface->remove ();
868
869 wallface->destroy ();
870 }
725 } 871 }
726 }
727 } 872 }
728} 873}

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