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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.8 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.30 by root, Sun Jul 1 05:00:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
25
26
27 25
28#include <global.h> 26#include <global.h>
29#include <random_map.h> 27#include <random_map.h>
30#include <rproto.h> 28#include <rproto.h>
31 29
42#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
43 41
44#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 43#define PASS_DOORS 1
46 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
47 52
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters. 54 * and doors but not monsters.
50 * This function is not map tile aware. 55 * This function is not map tile aware.
51 */ 56 */
52
53int 57int
54wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
55{ 59{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 61 return 1;
62
63 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 65}
63 66
64/* place treasures in the map, given the 67/* place treasures in the map, given the
65map, (required) 68map, (required)
66layout, (required) 69layout, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
69*/ 72*/
70
71void 73void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 75{
74 char styledirname[256]; 76 char styledirname[1024];
75 char stylefilepath[256]; 77 char stylefilepath[1024];
76 maptile *style_map = 0; 78 maptile *style_map = 0;
77 int num_treasures; 79 int num_treasures;
78 80
79 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 82 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
82 return; 84 return;
85
83 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
85 88
86 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 91 {
89 if (RANDOM () % 2) 92 if (rndm (2))
90 treasureoptions -= 1; 93 treasureoptions -= 1;
91 else 94 else
92 treasureoptions -= 2; 95 treasureoptions -= 2;
93 } 96 }
94 97
95 /* pick the number of treasures */ 98 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else 103 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
102 105
103 if (num_treasures <= 0) 106 if (num_treasures <= 0)
104 return; 107 return;
105 108
106 /* get the style map */ 109 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
110 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
111 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
113 { 122 {
114 123
115 /* map_layout_style global, and is previously set */ 124 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 125 switch (RP->map_layout_style)
117 { 126 {
118 case ONION_LAYOUT: 127 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 128 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 129 case LAYOUT_SQUARE_SPIRAL:
121 { 130 {
122 int i, j; 131 int i, j;
123 132
124 /* search the onion for C's or '>', and put treasure there. */ 133 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 134 for (i = 0; i < RP->Xsize; i++)
126 { 135 {
127 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
128 { 137 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 139 {
131 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
132 object **doorlist; 141 object **doorlist;
133 object *chest; 142 object *chest;
134 143
135 if (tdiv == 3) 144 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 145 tdiv = 2; /* this symmetry uses a divisor of 2 */
137 /* don't put a chest on an exit. */ 146 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 147 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
139 if (!chest) 148 if (!chest)
140 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
141 if (treasureoptions & (DOORED | HIDDEN)) 150 if (treasureoptions & (DOORED | HIDDEN))
142 { 151 {
143 doorlist = find_doors_in_room (map, i, j, RP); 152 doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 153 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 154 free (doorlist);
146 } 155 }
147 } 156 }
148 } 157 }
149 } 158 }
150 break; 159 break;
151 } 160 }
152 default: 161 default:
153 { 162 {
154 int i, j, tries; 163 int i, j, tries;
155 object *chest; 164 object *chest;
156 object **doorlist; 165 object **doorlist;
157 166
158 i = j = -1; 167 i = j = -1;
159 tries = 0; 168 tries = 0;
160 while (i == -1 && tries < 100) 169 while (i == -1 && tries < 100)
161 { 170 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 171 i = rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 172 j = rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 173 find_enclosed_spot (map, &i, &j, RP);
165 if (wall_blocked (map, i, j)) 174 if (wall_blocked (map, i, j))
166 i = -1; 175 i = -1;
167 tries++; 176 tries++;
168 } 177 }
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 178 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
170 if (!chest) 179 if (!chest)
171 return; 180 return;
172 i = chest->x; 181 i = chest->x;
173 j = chest->y; 182 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 183 if (treasureoptions & (DOORED | HIDDEN))
175 { 184 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 186 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 187 free (doorlist);
179 } 188 }
180 } 189 }
181 } 190 }
182 } 191 }
183 else 192 else
184 { /* DIFFUSE treasure layout */ 193 { /* DIFFUSE treasure layout */
185 int ti, i, j; 194 int ti, i, j;
186 195
187 for (ti = 0; ti < num_treasures; ti++) 196 for (ti = 0; ti < num_treasures; ti++)
188 { 197 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 198 i = rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 199 j = rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 201 }
193 } 202 }
194} 203}
195
196
197 204
198/* put a chest into the map, near x and y, with the treasure style 205/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 206 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 207 if the global variable "treasurestyle" is set to that treasure list's name */
201 208
202object * 209object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 210place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 211{
205 object *the_chest; 212 object *the_chest;
206 int i, xl, yl; 213 int i, xl, yl;
207 214
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 215 the_chest = get_archetype ("chest"); /* was "chest_2" */
209 216
210 /* first, find a place to put the chest. */ 217 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 218 i = find_first_free_spot (the_chest, map, x, y);
212 if (i == -1) 219 if (i == -1)
213 { 220 {
214 the_chest->destroy (0); 221 the_chest->destroy ();
215 return NULL; 222 return NULL;
216 } 223 }
224
217 xl = x + freearr_x[i]; 225 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 226 yl = y + freearr_y[i];
219 227
220 /* if the placement is blocked, return a fail. */ 228 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 229 if (wall_blocked (map, xl, yl))
222 return 0; 230 return 0;
223
224 231
225 /* put the treasures in the chest. */ 232 /* put the treasures in the chest. */
226 /* if(style_map) { */ 233 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 234#if 0 /* don't use treasure style maps for now! */
228 int ti; 235 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 239
233 if (tlist != NULL) 240 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 241 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 242 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 243 object *new_treasure = style_map->pick_random_object ();
237 244
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 } 246 }
240 else 247 else
241 { /* use the style map */ 248 { /* use the style map */
242 the_chest->randomitems = tlist; 249 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
244 } 251 }
245#endif 252#endif
246 else
247 { /* neither style_map no treasure list given */ 253 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 254 treasurelist *tlist = treasurelist::find ("chest");
249 255
250 the_chest->randomitems = tlist; 256 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
252 } 258 }
253 259
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap; 264 object *the_trap;
259 265
260 if (trap_map) 266 if (trap_map)
261 { 267 {
262 the_trap = pick_random_object (trap_map); 268 the_trap = trap_map->pick_random_object ();
263 the_trap->stats.Cha = 10 + RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
265 if (the_trap) 271 if (the_trap)
266 { 272 {
267 object *new_trap; 273 object *new_trap;
268 274
269 new_trap = arch_to_object (the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap); 276 new_trap->copy_to (the_trap);
271 new_trap->x = x; 277 new_trap->x = x;
272 new_trap->y = y; 278 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 279 insert_ob_in_ob (new_trap, the_chest);
274 } 280 }
275 } 281 }
276 } 282 }
277 283
278 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 285 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 286 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 288 {
284 char keybuf[256]; 289 char keybuf[1024];
285 290
286 sprintf (keybuf, "%d", (int) RANDOM ()); 291 sprintf (keybuf, "%d", rndm (1000000000));
287 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 } 294 }
290 295
291 /* actually place the chest. */ 296 /* actually place the chest. */
297 302
298 303
299/* finds the closest monster and returns him, regardless of doors 304/* finds the closest monster and returns him, regardless of doors
300 or walls */ 305 or walls */
301object * 306object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP) 307find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 308{
304 int i; 309 int i;
305 310
306 for (i = 0; i < SIZEOFFREE; i++) 311 for (i = 0; i < SIZEOFFREE; i++)
307 { 312 {
312 /* boundscheck */ 317 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 318 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */ 319 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 320 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 321 {
317 object *the_monster = get_map_ob (map, lx, ly); 322 object *the_monster = GET_MAP_OB (map, lx, ly);
318 323
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 324 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 325 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster; 326 return the_monster;
322 } 327 }
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335 340
336 The idea is that you call keyplace on x,y where a door is, and it'll make 341 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door. 342 sure a key is placed on both sides of the door.
338*/ 343*/
339
340int 344int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
342{ 346{
343 int i, j; 347 int i, j;
344 int kx, ky; 348 int kx = 0, ky = 0;
345 object *the_keymaster; /* the monster that gets the key. */ 349 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key; 350 object *the_key;
347 351
348 /* get a key and set its keycode */ 352 /* get a key and set its keycode */
349 the_key = get_archetype ("key2"); 353 the_key = get_archetype ("key2");
351 355
352 if (door_flag == PASS_DOORS) 356 if (door_flag == PASS_DOORS)
353 { 357 {
354 int tries = 0; 358 int tries = 0;
355 359
356 the_keymaster = NULL; 360 the_keymaster = 0;
357 while (tries < 15 && the_keymaster == NULL) 361 while (tries < 15 && !the_keymaster)
358 { 362 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1; 363 i = rndm (RP->Xsize - 2) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1; 364 j = rndm (RP->Ysize - 2) + 1;
361 tries++; 365 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
363 } 367 }
368
364 /* if we don't find a good keymaster, drop the key on the ground. */ 369 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL) 370 if (!the_keymaster)
366 { 371 {
367 int freeindex; 372 int freeindex;
368 373
369 freeindex = -1; 374 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 376 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 377 kx = rndm (RP->Xsize - 2) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 378 ky = rndm (RP->Ysize - 2) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky); 379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 } 380 }
381
382 // can freeindex ever be < 0?
376 if (freeindex != -1) 383 if (freeindex >= 0)
377 { 384 {
378 kx += freearr_x[freeindex]; 385 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 386 ky += freearr_y [freeindex];
380 } 387 }
381 } 388 }
382 } 389 }
383 else 390 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 391 { /* NO_PASS_DOORS --we have to work harder. */
386 NO_PASS_DOORS is set. */ 393 NO_PASS_DOORS is set. */
387 if (n_keys == 1) 394 if (n_keys == 1)
388 { 395 {
389 if (wall_blocked (map, x, y)) 396 if (wall_blocked (map, x, y))
390 return 0; 397 return 0;
398
391 the_keymaster = find_monster_in_room (map, x, y, RP); 399 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 401 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 402 }
395 else 403 else
396 { 404 {
397 int sum = 0; /* count how many keys we actually place */ 405 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 407 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 408 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 409 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 410 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 414 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 415 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 416 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 417 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 418 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 419 }
420
411 return 1; 421 return 1;
412 } 422 }
413 } 423 }
414 424
415 if (the_keymaster == NULL) 425 if (!the_keymaster)
416 { 426 {
417 the_key->x = kx; 427 the_key->x = kx;
418 the_key->y = ky; 428 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 429 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 430 return 1;
432 442
433/* a recursive routine which will return a monster, eventually,if there is one. 443/* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */ 444 it does a check-off on the layout, converting 0's to 1's */
435 445
436object * 446object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) 447find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 448{
439 int i, j; 449 int i, j;
440 450
441 /* if we've found a monster already, leave */ 451 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 452 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 463 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 464 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 465 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 466 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 467 {
458 object *the_monster = get_map_ob (map, x, y); 468 object *the_monster = GET_MAP_OB (map, x, y);
459 469
460 /* check off this point */ 470 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 471 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 472 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 { 473 {
465 return theMonsterToFind; 475 return theMonsterToFind;
466 } 476 }
467 } 477 }
468 478
469 /* now search all the 8 squares around recursively for a monster,in random order */ 479 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 480 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 481 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 482 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 483 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 484 return theMonsterToFind;
475 } 485 }
479 489
480/* sets up some data structures: the _recursive form does the 490/* sets up some data structures: the _recursive form does the
481 real work. */ 491 real work. */
482 492
483object * 493object *
484find_monster_in_room (maptile *map, int x, int y, RMParms * RP) 494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 495{
486 char **layout2; 496 char **layout2;
487 int i, j; 497 int i, j;
488 498
489 theMonsterToFind = 0; 499 theMonsterToFind = 0;
508 free (layout2); 518 free (layout2);
509 519
510 return theMonsterToFind; 520 return theMonsterToFind;
511} 521}
512 522
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 524int *room_free_spots_x;
518int *room_free_spots_y; 525int *room_free_spots_y;
519int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
520 527
521/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 530that datastructure. */
524
525void 531void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 533{
528 int i, j; 534 int i, j;
529 535
530 /* bounds check x and y */ 536 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 546 /* check off this point */
541 layout[x][y] = 1; 547 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
545 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 553 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 555
551} 556}
552 557
553/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
554void 559void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) 560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 561{
557 char **layout2; 562 char **layout2;
558 int i, j; 563 int i, j;
559 564
560 number_of_free_spots_in_room = 0; 565 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
567 { 572 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
573 }
574 } 577 }
575 578
576 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
578 581
579 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
580 { 583 {
581 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
584 } 587 }
585 588
586 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 591 free (layout2[i]);
590 } 592
591 free (layout2); 593 free (layout2);
592 free (room_free_spots_x); 594 free (room_free_spots_x);
593 free (room_free_spots_y); 595 free (room_free_spots_y);
594} 596}
595 597
596 598
597/* searches the map for a spot with walls around it. The more 599/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 600 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
600
601void 602void
602find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 604{
604 int x, y; 605 int x, y;
605 int i; 606 int i;
606 607
607 x = *cx; 608 x = *cx;
656 *cy = ly; 657 *cy = ly;
657 return; 658 return;
658 } 659 }
659 } 660 }
660 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 663
664 if (i != -1)
663 { 665 {
664 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
666 return; 668 }
669 else
667 } 670 {
668 /* indicate failure */ 671 /* indicate failure */
672 *cx = -1;
669 *cx = *cy = -1; 673 *cy = -1;
674 }
670} 675}
671
672 676
673void 677void
674remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
675{ 679{
676 object *tmp; 680 object *tmp;
677 681
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 684 {
681 if (tmp->head) 685 if (tmp->head)
682 tmp = tmp->head; 686 tmp = tmp->head;
683 tmp->remove (); 687 tmp->remove ();
684 tmp->destroy (0); 688 tmp->destroy ();
685 tmp = get_map_ob (map, x, y); 689 tmp = GET_MAP_OB (map, x, y);
686 if (tmp == NULL) 690 if (tmp == NULL)
687 break; 691 break;
688 }; 692 };
689} 693}
690 694
691
692/* surrounds the point x,y by doors, so as to enclose something, like 695/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 696 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
695
696object ** 698object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 700{
699 int i; 701 int i;
700 char *doors[2]; 702 const char *doors[2];
701 object **doorlist; 703 object **doorlist;
702 int ndoors_made = 0; 704 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 706
705 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
719 { 721 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 723
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 729 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 730 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 731 ndoors_made++;
732 } 732 }
733 } 733 }
734
734 return doorlist; 735 return doorlist;
735} 736}
736 737
737 738
738/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
739object * 740object *
740door_in_square (maptile *map, int x, int y) 741door_in_square (maptile *map, int x, int y)
741{ 742{
742 object *tmp; 743 object *tmp;
743 744
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 747 return tmp;
747 return NULL; 748 return NULL;
748} 749}
749 750
750 751
751/* the workhorse routine, which finds the doors in a room */ 752/* the workhorse routine, which finds the doors in a room */
752void 753void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 755{
755 int i, j; 756 int i, j;
756 object *door; 757 object *door;
757 758
758 /* bounds check x and y */ 759 /* bounds check x and y */
766 /* check off this point */ 767 /* check off this point */
767 if (layout[x][y] == '#') 768 if (layout[x][y] == '#')
768 { /* there could be a door here */ 769 { /* there could be a door here */
769 layout[x][y] = 1; 770 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 771 door = door_in_square (map, x, y);
771 if (door != NULL) 772 if (door)
772 { 773 {
773 doorlist[*ndoors] = door; 774 doorlist[*ndoors] = door;
774 if (*ndoors > 254) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
775 { 776 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 778 return;
778 } 779 }
780
779 *ndoors = *ndoors + 1; 781 *ndoors = *ndoors + 1;
780 } 782 }
781 } 783 }
782 else 784 else
783 { 785 {
784 layout[x][y] = 1; 786 layout[x][y] = 1;
787
785 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 790 find_doors_in_room_recursive (layout, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 792 doorlist, ndoors, RP);
790 } 793 }
791} 794}
792 795
793/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
794object ** 797object **
795find_doors_in_room (maptile *map, int x, int y, RMParms * RP) 798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 799{
797 char **layout2; 800 char **layout2;
798 object **doorlist; 801 object **doorlist;
799 int i, j; 802 int i, j;
800 int ndoors = 0; 803 int ndoors = 0;
801 804
802 doorlist = (object **) calloc (sizeof (int), 256); 805 doorlist = (object **) calloc (sizeof (int), 1024);
803
804 806
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
808 { 810 {
817 /* setup num_free_spots and room_free_spots */ 819 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819 821
820 /* deallocate the temp. layout */ 822 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++) 823 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]); 824 free (layout2[i]);
824 } 825
825 free (layout2); 826 free (layout2);
826 return doorlist; 827 return doorlist;
827} 828}
828 829
829 830
830 831
831/* locks and/or hides all the doors in doorlist, or does nothing if 832/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 833 opts doesn't say to lock/hide doors. */
833 834
834void 835void
835lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) 836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 837{
837 object *door; 838 object *door;
838 int i; 839 int i;
839 840
840 /* lock the doors and hide the keys. */ 841 /* lock the doors and hide the keys. */
842 if (opts & DOORED) 843 if (opts & DOORED)
843 { 844 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
845 { 846 {
846 object *new_door = get_archetype ("locked_door1"); 847 object *new_door = get_archetype ("locked_door1");
847 char keybuf[256]; 848 char keybuf[1024];
848 849
849 door = doorlist[i]; 850 door = doorlist[i];
850 new_door->face = door->face; 851 new_door->face = door->face;
851 new_door->x = door->x; 852 new_door->x = door->x;
852 new_door->y = door->y; 853 new_door->y = door->y;
853 door->remove (); 854 door->remove ();
854 door->destroy (0); 855 door->destroy ();
855 doorlist[i] = new_door; 856 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 857 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 858 sprintf (keybuf, "%d", rndm (1000000000));
858 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
860 } 861 }
861 } 862 }
862 863
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
878 door->face = wallface->face; 879 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 880 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
880 wallface->remove (); 881 wallface->remove ();
881 wallface->destroy (0); 882 wallface->destroy ();
882 } 883 }
883 } 884 }
884 } 885 }
885} 886}

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