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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.35 by root, Mon Apr 14 22:41:17 2008 UTC

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

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