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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 1.51 by root, Sun Mar 28 22:29:50 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
52 175
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
56 */ 179 */
57 180int
58int wall_blocked(mapstruct *m, int x, int y) { 181wall_blocked (maptile *m, int x, int y)
59 int r; 182{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 183 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; 184 return 1;
185
186 m->at (x, y).update ();
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 188}
66 189
67/* place treasures in the map, given the 190/* place treasures in the map, given the
68map, (required) 191map, (required)
69layout, (required) 192layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
72*/ 195*/
73 196void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75 char styledirname[256]; 198{
76 char stylefilepath[256];
77 mapstruct *style_map=0;
78 int num_treasures; 199 int num_treasures;
79 200
80 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 202 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 203 if (!strcmp (treasure_style, "none"))
204 return;
205
206 if (treasureoptions <= 0)
207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 208
84 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 211 {
212 if (rmg_rndm (2))
213 treasureoptions -= 1;
214 else
87 else treasureoptions-=2;} 215 treasureoptions -= 2;
216 }
88 217
89 /* pick the number of treasures */ 218 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 221 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
223 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 225
96 if(num_treasures <= 0 ) return; 226 if (num_treasures <= 0)
227 return;
97 228
98 /* get the style map */ 229 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", 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 333static object *
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 (new_treasure->arch->instance (), 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
251/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
252 or walls */ 421static object *
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
423{
254 int i; 424 int i;
425
255 for(i=0;i<SIZEOFFREE;i++) { 426 for (i = 0; i < SIZEOFFREE; i++)
427 {
256 int lx,ly; 428 int lx, ly;
429
257 lx=x+freearr_x[i]; 430 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 431 ly = y + freearr_y[i];
259 /* boundscheck */ 432 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 434 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
436 {
263 object *the_monster=get_map_ob(map,lx,ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
438
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 439 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)) 440 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 441 return the_monster;
442 }
267 } 443 }
268 }
269 return NULL; 444 return NULL;
270} 445}
271
272 446
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. */ 447/* both find_monster_in_room routines need to have access to this. */
361 448
362object *theMonsterToFind; 449static object *theMonsterToFind;
363 450
364/* a recursive routine which will return a monster, eventually,if there is one. 451/* 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 */ 452 it does a check-off on the layout, converting 0's to 1's */
366 453static object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
455{
368 int i,j; 456 int i, j;
457
369 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 459 if (theMonsterToFind != NULL)
460 return theMonsterToFind;
371 461
372 /* bounds check x and y */ 462 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
464 return theMonsterToFind;
374 465
375 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
467 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 468 return theMonsterToFind; /* might be NULL, that's fine. */
377 469
378 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
380 layout[x][y]=1; 472 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 {
382 object *the_monster = get_map_ob(map,x,y); 475 object *the_monster = GET_MAP_OB (map, x, y);
476
383 /* check off this point */ 477 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 478 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)) { 479 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
480 {
386 theMonsterToFind=the_monster; 481 theMonsterToFind = the_monster;
387 return theMonsterToFind; 482 return theMonsterToFind;
388 } 483 }
389 } 484 }
390 485
391 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* 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++) { 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
488 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 489 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; 490 if (theMonsterToFind != NULL)
491 return theMonsterToFind;
395 } 492 }
493
396 return theMonsterToFind; 494 return theMonsterToFind;
397} 495}
398
399 496
400/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
401 real work. */ 498 real work. */
499static object *
500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
501{
502 Layout layout2 (RP);
402 503
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 504 layout2->clear ();
404 char **layout2; 505
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. */ 506 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 507 for (int i = 0; i < layout2->w; i++)
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 508 for (int j = 0; j < layout2->h; j++)
411 for(j=0;j<RP->Ysize;j++) { 509 if (wall_blocked (map, i, j))
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 510 layout2[i][j] = '#';
413 } 511
414 } 512 theMonsterToFind = 0;
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 514
417 /* deallocate the temp. layout */ 515 layout2.free ();
418 for(i=0;i<RP->Xsize;i++) {
419 free(layout2[i]);
420 }
421 free(layout2);
422 516
423 return theMonsterToFind; 517 return theMonsterToFind;
424} 518}
425
426 519
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 521static int *room_free_spots_x;
431int *room_free_spots_y; 522static int *room_free_spots_y;
432int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
433 524
434/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 527that datastructure. */
437 528static void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
530{
439 int i,j; 531 int i, j;
440 532
441 /* bounds check x and y */ 533 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 534 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
535 return;
443 536
444 /* if the square is blocked or searched already, leave */ 537 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 538 if (layout[x][y] != 0)
539 return;
446 540
447 /* set the current square as checked, and add it to the list. 541 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 542 set theMonsterToFind and return it. */
449 /* check off this point */ 543 /* check off this point */
450 layout[x][y]=1; 544 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
454 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* 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++) { 550 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); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 552
459} 553}
460 554
461/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
556static void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
558{
463 char **layout2; 559 char **layout2;
464 int i,j; 560 int i, j;
561
465 number_of_free_spots_in_room=0; 562 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 563 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); 564 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 565
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 566 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 568 for (i = 0; i < RP->Xsize; i++)
569 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 571 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 572 if (wall_blocked (map, i, j))
475 } 573 layout2[i][j] = '#';
476 } 574 }
477 575
478 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
480 578
481 if(number_of_free_spots_in_room > 0) { 579 if (number_of_free_spots_in_room > 0)
580 {
482 i = RANDOM()%number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
483 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
485 } 584 }
486 585
487 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 587 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 588 free (layout2[i]);
490 } 589
491 free(layout2); 590 free (layout2);
492 free(room_free_spots_x); 591 free (room_free_spots_x);
493 free(room_free_spots_y); 592 free (room_free_spots_y);
494} 593}
495 594
496 595
497/* searches the map for a spot with walls around it. The more 596/* 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 597 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.*/ 598 it'll return 0 if no FREE spots are found.*/
500 599static void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{
502 int x,y; 602 int x, y;
503 int i; 603 int i;
604
504 x = *cx;y=*cy; 605 x = *cx;
606 y = *cy;
505 607
506 for(i=0;i<=SIZEOFFREE1;i++) { 608 for (i = 0; i <= SIZEOFFREE1; i++)
609 {
507 int lx,ly,sindex; 610 int lx, ly, sindex;
611
508 lx = x +freearr_x[i]; 612 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 613 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 614 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 615 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 617 {
618 *cx = lx;
619 *cy = ly;
514 return; 620 return;
515 } 621 }
516 } 622 }
517 623
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 624 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 625 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 626 for (i = 0; i <= SIZEOFFREE1; i++)
627 {
521 int lx,ly,sindex; 628 int lx, ly, sindex;
629
522 lx = x +freearr_x[i]; 630 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 631 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 632 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 633 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 634 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 635 {
636 *cx = lx;
637 *cy = ly;
528 return; 638 return;
529 } 639 }
530 } 640 }
531 641
532 /* settle for one surround point */ 642 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 643 for (i = 0; i <= SIZEOFFREE1; i++)
644 {
534 int lx,ly,sindex; 645 int lx, ly, sindex;
646
535 lx = x +freearr_x[i]; 647 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 648 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 649 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 650 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 651 if (sindex)
540 *cx= lx;*cy= ly; 652 {
653 *cx = lx;
654 *cy = ly;
541 return; 655 return;
542 } 656 }
543 } 657 }
544 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 660
661 if (i != -1)
662 {
547 *cx = x +freearr_x[i]; 663 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 664 *cy = y + freearr_y[i];
549 return;
550 } 665 }
666 else
667 {
551 /* indicate failure */ 668 /* indicate failure */
552 *cx=*cy=-1; 669 *cx = -1;
553} 670 *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 }; 671 }
567} 672}
568 673
674static void
675remove_monsters (int x, int y, maptile *map)
676{
677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 {
679 object *next = tmp->above;
680
681 if (tmp->flag [FLAG_ALIVE])
682 tmp->head_ ()->destroy ();
683
684 tmp = next;
685 }
686}
569 687
570/* surrounds the point x,y by doors, so as to enclose something, like 688/* 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 689 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 690 it'll remove any monsters it finds.*/
573 691static object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 692surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
693{
575 int i; 694 int i;
576 char *doors[2]; 695 const char *doors[2];
577 object **doorlist; 696 object **doorlist;
578 int ndoors_made=0; 697 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 698 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 699
581 /* this is a list we pick from, for horizontal and vertical doors */ 700 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 701 if (opts & DOORED)
702 {
583 doors[0]="locked_door2"; 703 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 704 doors[1] = "locked_door1";
585 } 705 }
586 else { 706 else
707 {
587 doors[0]="door_1"; 708 doors[0] = "door_1";
588 doors[1]="door_2"; 709 doors[1] = "door_2";
589 } 710 }
590 711
591 /* place doors in all the 8 adjacent unblocked squares. */ 712 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 713 for (i = 1; i < 9; i++)
714 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 715 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 716
595 if(!wall_blocked(map,x1,y1) 717 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 718 { /* place a door */
719 remove_monsters (x1, y1, map);
720
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 721 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
598 new_door->x = x + freearr_x[i]; 722 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; 723 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 724 ndoors_made++;
604 } 725 }
605 } 726 }
727
606 return doorlist; 728 return doorlist;
607} 729}
608 730
609
610/* returns the first door in this square, or NULL if there isn't a door. */ 731/* returns the first door in this square, or NULL if there isn't a door. */
732static object *
611object *door_in_square(mapstruct *map,int x,int y) { 733door_in_square (maptile *map, int x, int y)
612 object *tmp; 734{
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
737 return tmp;
738
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 */
743static void
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) { 788static object **
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 812static void
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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