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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 1.45 by root, Mon Oct 12 14:00:58 2009 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
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. */ 25/* placing treasure in maps, where appropriate. */
30
31
32 26
33#include <global.h> 27#include <global.h>
34#include <random_map.h> 28#include <random_map.h>
35#include <rproto.h> 29#include <rproto.h>
36 30
37/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
38 32
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 34#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 35#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 36#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 37#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 38#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 39#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 40#define FILLED 128 /* Fill/tile the entire map with treasure */
47#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 */
48 42
49#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 44#define PASS_DOORS 1
51 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 (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
52}
53
54static object *
55gen_key (const shstr &keycode)
56{
57 /* get a key and set its keycode */
58 object *key = archetype::get (shstr_key_random_map);
59 key->slaying = keycode;
60 return key;
61}
62
63/* places keys in the map, preferably in something alive.
64 keycode is the key's code,
65 door_flag is either PASS_DOORS or NO_PASS_DOORS.
66 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
67 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
68 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
69
70 The idea is that you call keyplace on x,y where a door is, and it'll make
71 sure a key is placed on both sides of the door.
72*/
73static int
74keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
75{
76 int i, j;
77 int kx = 0, ky = 0;
78 object *the_keymaster; /* the monster that gets the key. */
79 object *the_key = gen_key (keycode);
80
81 if (door_flag == PASS_DOORS)
82 {
83 int tries = 0;
84
85 the_keymaster = 0;
86 while (tries < 15 && !the_keymaster)
87 {
88 i = rmg_rndm (RP->Xsize - 2) + 1;
89 j = rmg_rndm (RP->Ysize - 2) + 1;
90 tries++;
91 the_keymaster = find_closest_monster (map, i, j, RP);
92 }
93
94 /* if we don't find a good keymaster, drop the key on the ground. */
95 if (!the_keymaster)
96 {
97 int freeindex;
98
99 freeindex = -1;
100 for (tries = 0; tries < 15 && freeindex == -1; tries++)
101 {
102 kx = rmg_rndm (RP->Xsize - 2) + 1;
103 ky = rmg_rndm (RP->Ysize - 2) + 1;
104 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
105 }
106
107 // can freeindex ever be < 0?
108 if (freeindex >= 0)
109 {
110 kx += freearr_x [freeindex];
111 ky += freearr_y [freeindex];
112 }
113 }
114 }
115 else
116 { /* NO_PASS_DOORS --we have to work harder. */
117 /* don't try to keyplace if we're sitting on a blocked square and
118 NO_PASS_DOORS is set. */
119 if (n_keys == 1)
120 {
121 if (wall_blocked (map, x, y))
122 {
123 the_key->destroy ();
124 return 0;
125 }
126
127 the_keymaster = find_monster_in_room (map, x, y, RP);
128 if (!the_keymaster) /* if fail, find a spot to drop the key. */
129 find_spot_in_room (map, x, y, &kx, &ky, RP);
130 }
131 else
132 {
133 int sum = 0; /* count how many keys we actually place */
134
135 /* I'm lazy, so just try to place in all 4 directions. */
136 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
140
141 if (sum < 2) /* we might have made a disconnected map-place more keys. */
142 { /* diagonally this time. */
143 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
147 }
148
149 the_key->destroy ();
150 return 1;
151 }
152 }
153
154 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key);
156 else
157 {
158 the_key->x = kx;
159 the_key->y = ky;
160 insert_ob_in_map (the_key, map, NULL, 0);
161 }
162
163 return 1;
164}
52 165
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 166/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 167 * and doors but not monsters.
55 * This function is not map tile aware. 168 * This function is not map tile aware.
56 */ 169 */
57 170int
58int wall_blocked(mapstruct *m, int x, int y) { 171wall_blocked (maptile *m, int x, int y)
59 int r; 172{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 173 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; 174 return 1;
175
176 m->at (x, y).update ();
177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 178}
66 179
67/* place treasures in the map, given the 180/* place treasures in the map, given the
68map, (required) 181map, (required)
69layout, (required) 182layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 183treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 184treasureoptions (may be 0 for random choices or positive)
72*/ 185*/
73 186void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 187place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
188{
75 char styledirname[256]; 189 char styledirname[1024];
76 char stylefilepath[256]; 190 char stylefilepath[1024];
77 mapstruct *style_map=0; 191 maptile *style_map = 0;
78 int num_treasures; 192 int num_treasures;
79 193
80 /* bail out if treasure isn't wanted. */ 194 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 195 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 196 if (!strcmp (treasure_style, "none"))
197 return;
198
199 if (treasureoptions <= 0)
200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 201
84 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 204 {
205 if (rmg_rndm (2))
206 treasureoptions -= 1;
207 else
87 else treasureoptions-=2;} 208 treasureoptions -= 2;
209 }
88 210
89 /* pick the number of treasures */ 211 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 213 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 214 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 215 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
216 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 217 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 218
96 if(num_treasures <= 0 ) return; 219 if (num_treasures <= 0)
220 return;
97 221
98 /* get the style map */ 222 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 223 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 225 style_map = find_style (styledirname, treasure_style, -1);
226
227 if (!style_map)
228 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
230 return;
231 }
102 232
103 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 234 if (treasureoptions & CONCENTRATED)
105 235 {
106 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 237 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 238 {
239 case LAYOUT_ONION:
240 case LAYOUT_SPIRAL:
241 case LAYOUT_SQUARE_SPIRAL:
242 {
112 int i,j; 243 int i, j;
244
113 /* search the onion for C's or '>', and put treasure there. */ 245 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 246 for (i = 0; i < RP->Xsize; i++)
247 {
115 for(j=0;j<RP->Ysize;j++) { 248 for (j = 0; j < RP->Ysize; j++)
249 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
251 {
117 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
253 object *chest;
254
255 if (tdiv == 3)
256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
258 /* don't put a chest on an exit. */
259 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
260
261 if (!chest)
262 continue; /* if no chest was placed NEXT */
263
264 if (treasureoptions & (DOORED | HIDDEN))
265 {
266 object **doorlist = find_doors_in_room (map, i, j, RP);
267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
268 free (doorlist);
269 }
270 }
271 }
272 }
273 break;
274 }
275
276 default:
277 {
278 int i, j, tries;
279 object *chest;
118 object **doorlist; 280 object **doorlist;
119 object *chest; 281
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 282 i = j = -1;
121 /* don't put a chest on an exit. */ 283 tries = 0;
284 while (i == -1 && tries < 100)
285 {
286 i = rmg_rndm (RP->Xsize - 2) + 1;
287 j = rmg_rndm (RP->Ysize - 2) + 1;
288 find_enclosed_spot (map, &i, &j, RP);
289
290 if (wall_blocked (map, i, j))
291 i = -1;
292
293 tries++;
294 }
295
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 296 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 297
298 if (!chest)
299 return;
300
301 i = chest->x;
302 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 303 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 304 {
305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 306 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 307 free (doorlist);
128 } 308 }
129 } 309 }
130 } 310 }
311 }
312 else
313 { /* DIFFUSE treasure layout */
314 int ti, i, j;
315
316 for (ti = 0; ti < num_treasures; ti++)
131 } 317 {
132 break; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 319 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); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 321 }
165 } 322 }
166} 323}
167
168
169 324
170/* put a chest into the map, near x and y, with the treasure style 325/* 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, 326 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 */ 327 if the global variable "treasurestyle" is set to that treasure list's name */
173 328object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 330{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 332
180 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 334 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 335 if (i == -1)
183 free_object(the_chest); 336 {
337 the_chest->destroy ();
184 return NULL; 338 return NULL;
185 } 339 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 340
341 int xl = x + freearr_x[i];
342 int yl = y + freearr_y[i];
187 343
188 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 345 if (wall_blocked (map, xl, yl))
190 346 return 0;
191 347
192 /* put the treasures in the chest. */ 348 /* put the treasures in the chest. */
193 /* if(style_map) { */ 349 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 350#if 0 /* don't use treasure style maps for now! */
195 int ti; 351 int ti;
352
196 /* if treasurestyle lists a treasure list, use it. */ 353 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
355
198 if(tlist!=NULL) 356 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 357 for (ti = 0; ti < n_treasures; ti++)
358 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
360
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 362 }
203 else { /* use the style map */ 363 else
364 { /* use the style map */
365 the_chest->randomitems = tlist;
366 the_chest->stats.hp = n_treasures;
367 }
368#endif
369 { /* neither style_map no treasure list given */
370 treasurelist *tlist = treasurelist::find ("chest");
371
204 the_chest->randomitems=tlist; 372 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
206 } 374 }
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 }
213 375
214 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 377 if (treasureoptions & TRAPPED)
378 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 380
218 if(trap_map) { 381 if (trap_map)
219 the_trap= pick_random_object(trap_map); 382 {
383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
220 the_trap->stats.Cha = 10+RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
222 if(the_trap) { 388 if (the_trap)
223 object *new_trap; 389 {
224 new_trap = arch_to_object(the_trap->arch); 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 391
226 new_trap->x = x; 392 new_trap->x = x;
227 new_trap->y = y; 393 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
395 }
229 } 396 }
230 }
231 } 397 }
232 398
233 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 400 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 401 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
238 char keybuf[256]; 403 {
239 sprintf(keybuf,"%d",(int)RANDOM()); 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
240 the_chest->slaying = keybuf; 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 } 406 }
243 407
244 /* actually place the chest. */ 408 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 409 the_chest->x = xl;
410 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 411 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 412 return the_chest;
248} 413}
249 414
250 415
251/* finds the closest monster and returns him, regardless of doors 416/* finds the closest monster and returns him, regardless of doors
252 or walls */ 417 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 418object *
419find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
420{
254 int i; 421 int i;
422
255 for(i=0;i<SIZEOFFREE;i++) { 423 for (i = 0; i < SIZEOFFREE; i++)
424 {
256 int lx,ly; 425 int lx, ly;
426
257 lx=x+freearr_x[i]; 427 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 428 ly = y + freearr_y[i];
259 /* boundscheck */ 429 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 430 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 431 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 432 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
433 {
263 object *the_monster=get_map_ob(map,lx,ly); 434 object *the_monster = GET_MAP_OB (map, lx, ly);
435
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 436 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)) 437 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 438 return the_monster;
439 }
267 } 440 }
268 }
269 return NULL; 441 return NULL;
270} 442}
271
272 443
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. */ 444/* both find_monster_in_room routines need to have access to this. */
361 445
362object *theMonsterToFind; 446object *theMonsterToFind;
363 447
364/* a recursive routine which will return a monster, eventually,if there is one. 448/* 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 */ 449 it does a check-off on the layout, converting 0's to 1's */
366 450
451object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453{
368 int i,j; 454 int i, j;
455
369 /* if we've found a monster already, leave */ 456 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 457 if (theMonsterToFind != NULL)
458 return theMonsterToFind;
371 459
372 /* bounds check x and y */ 460 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
462 return theMonsterToFind;
374 463
375 /* if the square is blocked or searched already, leave */ 464 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 466 return theMonsterToFind; /* might be NULL, that's fine. */
377 467
378 /* check the current square for a monster. If there is one, 468 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 469 set theMonsterToFind and return it. */
380 layout[x][y]=1; 470 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 {
382 object *the_monster = get_map_ob(map,x,y); 473 object *the_monster = GET_MAP_OB (map, x, y);
474
383 /* check off this point */ 475 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 476 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)) { 477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
478 {
386 theMonsterToFind=the_monster; 479 theMonsterToFind = the_monster;
387 return theMonsterToFind; 480 return theMonsterToFind;
388 } 481 }
389 } 482 }
390 483
391 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* 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++) { 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 487 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; 488 if (theMonsterToFind != NULL)
489 return theMonsterToFind;
395 } 490 }
491
396 return theMonsterToFind; 492 return theMonsterToFind;
397} 493}
398
399 494
400/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
401 real work. */ 496 real work. */
497object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
499{
500 Layout layout2 (RP);
402 501
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 502 layout2->clear ();
404 char **layout2; 503
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. */ 504 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 505 for (int i = 0; i < layout2->w; i++)
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 506 for (int j = 0; j < layout2->h; j++)
411 for(j=0;j<RP->Ysize;j++) { 507 if (wall_blocked (map, i, j))
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 508 layout2[i][j] = '#';
413 } 509
414 } 510 theMonsterToFind = 0;
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 512
417 /* deallocate the temp. layout */ 513 layout2.free ();
418 for(i=0;i<RP->Xsize;i++) {
419 free(layout2[i]);
420 }
421 free(layout2);
422 514
423 return theMonsterToFind; 515 return theMonsterToFind;
424} 516}
425
426 517
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 519int *room_free_spots_x;
431int *room_free_spots_y; 520int *room_free_spots_y;
432int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
433 522
434/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 525that datastructure. */
437 526void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{
439 int i,j; 529 int i, j;
440 530
441 /* bounds check x and y */ 531 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
533 return;
443 534
444 /* if the square is blocked or searched already, leave */ 535 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 536 if (layout[x][y] != 0)
537 return;
446 538
447 /* set the current square as checked, and add it to the list. 539 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 540 set theMonsterToFind and return it. */
449 /* check off this point */ 541 /* check off this point */
450 layout[x][y]=1; 542 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
454 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
455 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 548 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); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 550
459} 551}
460 552
461/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
554void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{
463 char **layout2; 557 char **layout2;
464 int i,j; 558 int i, j;
559
465 number_of_free_spots_in_room=0; 560 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 561 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); 562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 563
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 566 for (i = 0; i < RP->Xsize; i++)
567 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 569 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 570 if (wall_blocked (map, i, j))
475 } 571 layout2[i][j] = '#';
476 } 572 }
477 573
478 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
480 576
481 if(number_of_free_spots_in_room > 0) { 577 if (number_of_free_spots_in_room > 0)
578 {
482 i = RANDOM()%number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
483 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
485 } 582 }
486 583
487 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 585 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 586 free (layout2[i]);
490 } 587
491 free(layout2); 588 free (layout2);
492 free(room_free_spots_x); 589 free (room_free_spots_x);
493 free(room_free_spots_y); 590 free (room_free_spots_y);
494} 591}
495 592
496 593
497/* searches the map for a spot with walls around it. The more 594/* searches the map for a spot with walls around it. The more
498 walls the better, but it'll settle for 1 wall, or even 0, but 595 walls the better, but it'll settle for 1 wall, or even 0, but
499 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
500 597void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
599{
502 int x,y; 600 int x, y;
503 int i; 601 int i;
602
504 x = *cx;y=*cy; 603 x = *cx;
604 y = *cy;
505 605
506 for(i=0;i<=SIZEOFFREE1;i++) { 606 for (i = 0; i <= SIZEOFFREE1; i++)
607 {
507 int lx,ly,sindex; 608 int lx, ly, sindex;
609
508 lx = x +freearr_x[i]; 610 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 611 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 612 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 613 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 615 {
616 *cx = lx;
617 *cy = ly;
514 return; 618 return;
515 } 619 }
516 } 620 }
517 621
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 622 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 623 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 624 for (i = 0; i <= SIZEOFFREE1; i++)
625 {
521 int lx,ly,sindex; 626 int lx, ly, sindex;
627
522 lx = x +freearr_x[i]; 628 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 629 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 630 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 631 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 632 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 633 {
634 *cx = lx;
635 *cy = ly;
528 return; 636 return;
529 } 637 }
530 } 638 }
531 639
532 /* settle for one surround point */ 640 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 641 for (i = 0; i <= SIZEOFFREE1; i++)
642 {
534 int lx,ly,sindex; 643 int lx, ly, sindex;
644
535 lx = x +freearr_x[i]; 645 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 646 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 647 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 648 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 649 if (sindex)
540 *cx= lx;*cy= ly; 650 {
651 *cx = lx;
652 *cy = ly;
541 return; 653 return;
542 } 654 }
543 } 655 }
544 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 658
659 if (i != -1)
660 {
547 *cx = x +freearr_x[i]; 661 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 662 *cy = y + freearr_y[i];
549 return;
550 } 663 }
664 else
665 {
551 /* indicate failure */ 666 /* indicate failure */
552 *cx=*cy=-1; 667 *cx = -1;
553} 668 *cy = -1;
554
555
556void remove_monsters(int x,int y,mapstruct *map) {
557 object *tmp;
558
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) {
561 if(tmp->head) tmp=tmp->head;
562 remove_ob(tmp);
563 free_object(tmp);
564 tmp=get_map_ob(map,x,y);
565 if(tmp==NULL) break;
566 }; 669 }
567} 670}
568 671
672void
673remove_monsters (int x, int y, maptile *map)
674{
675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
676 {
677 object *next = tmp->above;
678
679 if (tmp->flag [FLAG_ALIVE])
680 tmp->head_ ()->destroy ();
681
682 tmp = next;
683 }
684}
569 685
570/* surrounds the point x,y by doors, so as to enclose something, like 686/* 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 687 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
573 689object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
691{
575 int i; 692 int i;
576 char *doors[2]; 693 const char *doors[2];
577 object **doorlist; 694 object **doorlist;
578 int ndoors_made=0; 695 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 697
581 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 699 if (opts & DOORED)
700 {
583 doors[0]="locked_door2"; 701 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 702 doors[1] = "locked_door1";
585 } 703 }
586 else { 704 else
705 {
587 doors[0]="door_1"; 706 doors[0] = "door_1";
588 doors[1]="door_2"; 707 doors[1] = "door_2";
589 } 708 }
590 709
591 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 711 for (i = 1; i < 9; i++)
712 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 714
595 if(!wall_blocked(map,x1,y1) 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
598 new_door->x = x + freearr_x[i]; 720 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; 721 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 722 ndoors_made++;
604 } 723 }
605 } 724 }
725
606 return doorlist; 726 return doorlist;
607} 727}
608 728
609 729
610/* returns the first door in this square, or NULL if there isn't a door. */ 730/* returns the first door in this square, or NULL if there isn't a door. */
731object *
611object *door_in_square(mapstruct *map,int x,int y) { 732door_in_square (maptile *map, int x, int y)
733{
612 object *tmp; 734 object *tmp;
735
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
738 return tmp;
615 return NULL; 739 return NULL;
616} 740}
617
618 741
619/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
743void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
745{
621 int i,j; 746 int i, j;
622 object *door; 747 object *door;
623 748
624 /* bounds check x and y */ 749 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 750 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
751 return;
626 752
627 /* if the square is blocked or searched already, leave */ 753 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 754 if (layout[x][y] == 1)
755 return;
629 756
630 /* check off this point */ 757 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 758 if (layout[x][y] == '#')
759 { /* there could be a door here */
632 layout[x][y]=1; 760 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 761 door = door_in_square (map, x, y);
634 if(door!=NULL) { 762 if (door)
763 {
635 doorlist[*ndoors]=door; 764 doorlist[*ndoors] = door;
765
636 if(*ndoors>254) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
637 { 767 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 769 return;
640 } 770 }
771
641 *ndoors=*ndoors+1; 772 *ndoors = *ndoors + 1;
642 } 773 }
643 } 774 }
644 else { 775 else
776 {
645 layout[x][y]=1; 777 layout[x][y] = 1;
778
646 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* 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++) { 780 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); 781 find_doors_in_room_recursive (layout, map,
649 } 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
650 } 784 }
651} 785}
652 786
653/* find a random non-blocked spot in this room to drop a key. */ 787/* 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) { 788object **
655 char **layout2; 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
656 object **doorlist; 790{
657 int i,j; 791 int i, j;
658 int ndoors=0; 792 int ndoors = 0;
659 793
660 doorlist = (object **)calloc(sizeof(int),256); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
661 795
796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
662 798
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 800 for (i = 0; i < RP->Xsize; i++)
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 801 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
669 } 803
670 }
671
672 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 806
675 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) {
677 free(layout2[i]);
678 }
679 free(layout2);
680 return doorlist; 807 return doorlist;
681} 808}
682
683
684 809
685/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
687 812void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
814{
689 object *door; 815 object *door;
690 int i; 816 int i;
817
691 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
692 819
693 if(opts & DOORED) { 820 if (opts & DOORED)
821 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
823 {
695 object *new_door=get_archetype("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
696 char keybuf[256]; 825
697 door=doorlist[i]; 826 door = doorlist[i];
698 new_door->face = door->face; 827 new_door->face = door->face;
699 new_door->x = door->x; 828 new_door->x = door->x;
700 new_door->y = door->y; 829 new_door->y = door->y;
701 remove_ob(door); 830 door->destroy ();
702 free_object(door);
703 doorlist[i]=new_door; 831 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 832 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 833 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); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
708 } 835 }
709 } 836 }
710 837
711 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 839 if (opts & HIDDEN)
840 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 {
714 object *wallface; 843 object *wallface;
844
715 door=doorlist[i]; 845 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 846 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 847 if (wallface != NULL)
848 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
722 door->face = wallface->face; 854 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 855
724 free_object(wallface); 856 wallface->destroy ();
857 }
725 } 858 }
726 }
727 } 859 }
728} 860}

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