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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: treasure.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
30
31
32 25
33#include <global.h> 26#include <global.h>
34#include <random_map.h> 27#include <random_map.h>
35#include <rproto.h> 28#include <rproto.h>
36 29
37/* some defines for various options which can be set. */ 30/* some defines for various options which can be set. */
38 31
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 33#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 34#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 35#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 36#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 37#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 38#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 39#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
48 41
49#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 43#define PASS_DOORS 1
51 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
52 52
53/* 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
54 * and doors but not monsters. 54 * and doors but not monsters.
55 * This function is not map tile aware. 55 * This function is not map tile aware.
56 */ 56 */
57 57int
58int wall_blocked(mapstruct *m, int x, int y) { 58wall_blocked (maptile *m, int x, int y)
59 int r; 59{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 60 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; 61 return 1;
62
63 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 65}
66 66
67/* place treasures in the map, given the 67/* place treasures in the map, given the
68map, (required) 68map, (required)
69layout, (required) 69layout, (required)
70treasure 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.)
71treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
72*/ 72*/
73 73void
74void place_treasure(mapstruct *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)
75{
75 char styledirname[256]; 76 char styledirname[1024];
76 char stylefilepath[256]; 77 char stylefilepath[1024];
77 mapstruct *style_map=0; 78 maptile *style_map = 0;
78 int num_treasures; 79 int num_treasures;
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 82 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 83 if (!strcmp (treasure_style, "none"))
84 return;
85
86 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION);
83 88
84 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 91 {
92 if (rndm (2))
93 treasureoptions -= 1;
94 else
87 else treasureoptions-=2;} 95 treasureoptions -= 2;
96 }
88 97
89 /* pick the number of treasures */ 98 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
91 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);
92 else if(treasureoptions & RICH) 101 else if (treasureoptions & RICH)
93 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);
103 else
94 else 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);
95 105
96 if(num_treasures <= 0 ) return; 106 if (num_treasures <= 0)
107 return;
97 108
98 /* get the style map */ 109 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 112 style_map = find_style (styledirname, treasure_style, -1);
113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
102 119
103 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 121 if (treasureoptions & CONCENTRATED)
105 122 {
106 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 124 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 125 {
126 case LAYOUT_ONION:
127 case LAYOUT_SPIRAL:
128 case LAYOUT_SQUARE_SPIRAL:
129 {
112 int i,j; 130 int i, j;
131
113 /* search the onion for C's or '>', and put treasure there. */ 132 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 133 for (i = 0; i < RP->Xsize; i++)
134 {
115 for(j=0;j<RP->Ysize;j++) { 135 for (j = 0; j < RP->Ysize; j++)
136 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
138 {
117 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
140 object *chest;
141
142 if (tdiv == 3)
143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
145 /* don't put a chest on an exit. */
146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
148 if (!chest)
149 continue; /* if no chest was placed NEXT */
150
151 if (treasureoptions & (DOORED | HIDDEN))
152 {
153 object **doorlist = find_doors_in_room (map, i, j, RP);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist);
156 }
157 }
158 }
159 }
160 break;
161 }
162
163 default:
164 {
165 int i, j, tries;
166 object *chest;
118 object **doorlist; 167 object **doorlist;
119 object *chest; 168
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 169 i = j = -1;
121 /* don't put a chest on an exit. */ 170 tries = 0;
171 while (i == -1 && tries < 100)
172 {
173 i = rndm (RP->Xsize - 2) + 1;
174 j = rndm (RP->Ysize - 2) + 1;
175 find_enclosed_spot (map, &i, &j, RP);
176
177 if (wall_blocked (map, i, j))
178 i = -1;
179
180 tries++;
181 }
182
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 184
185 if (!chest)
186 return;
187
188 i = chest->x;
189 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 190 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 191 {
192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 193 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 194 free (doorlist);
128 } 195 }
129 } 196 }
130 } 197 }
198 }
199 else
200 { /* DIFFUSE treasure layout */
201 int ti, i, j;
202
203 for (ti = 0; ti < num_treasures; ti++)
131 } 204 {
132 break;
133 }
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; 205 i = rndm (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 206 j = rndm (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); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 208 }
165 } 209 }
166} 210}
167
168
169 211
170/* put a chest into the map, near x and y, with the treasure style 212/* 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, 213 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 */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
173 215object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
217{
175 object *the_chest; 218 object *the_chest;
176 int i,xl,yl; 219 int i, xl, yl;
177 220
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 221 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 222
180 /* first, find a place to put the chest. */ 223 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 224 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 225 if (i == -1)
183 free_object(the_chest); 226 {
227 the_chest->destroy ();
184 return NULL; 228 return NULL;
185 } 229 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 230
231 xl = x + freearr_x[i];
232 yl = y + freearr_y[i];
187 233
188 /* if the placement is blocked, return a fail. */ 234 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 235 if (wall_blocked (map, xl, yl))
190 236 return 0;
191 237
192 /* put the treasures in the chest. */ 238 /* put the treasures in the chest. */
193 /* if(style_map) { */ 239 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 240#if 0 /* don't use treasure style maps for now! */
195 int ti; 241 int ti;
242
196 /* if treasurestyle lists a treasure list, use it. */ 243 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 244 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
245
198 if(tlist!=NULL) 246 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 247 for (ti = 0; ti < n_treasures; ti++)
248 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 249 object *new_treasure = style_map->pick_random_object ();
250
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 251 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 252 }
203 else { /* use the style map */ 253 else
254 { /* use the style map */
255 the_chest->randomitems = tlist;
256 the_chest->stats.hp = n_treasures;
257 }
258#endif
259 { /* neither style_map no treasure list given */
260 treasurelist *tlist = treasurelist::find ("chest");
261
204 the_chest->randomitems=tlist; 262 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 263 the_chest->stats.hp = n_treasures;
206 } 264 }
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 }
213 265
214 /* stick a trap in the chest if required */ 266 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 267 if (treasureoptions & TRAPPED)
268 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 270
218 if(trap_map) { 271 if (trap_map)
219 the_trap= pick_random_object(trap_map); 272 {
273 object *the_trap = trap_map->pick_random_object ();
274
220 the_trap->stats.Cha = 10+RP->difficulty; 275 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 276 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277
222 if(the_trap) { 278 if (the_trap)
223 object *new_trap; 279 {
224 new_trap = arch_to_object(the_trap->arch); 280 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 281
226 new_trap->x = x; 282 new_trap->x = x;
227 new_trap->y = y; 283 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
285 }
229 } 286 }
230 }
231 } 287 }
232 288
233 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
234 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
235 there's only 1 treasure....*/ 291 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 {
238 char keybuf[256]; 294 char keybuf[1024];
239 sprintf(keybuf,"%d",(int)RANDOM()); 295
296 sprintf (keybuf, "%d", rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 297 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 299 }
243 300
244 /* actually place the chest. */ 301 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 302 the_chest->x = xl;
303 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 304 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 305 return the_chest;
248} 306}
249 307
250 308
251/* finds the closest monster and returns him, regardless of doors 309/* finds the closest monster and returns him, regardless of doors
252 or walls */ 310 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 311object *
312find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
313{
254 int i; 314 int i;
315
255 for(i=0;i<SIZEOFFREE;i++) { 316 for (i = 0; i < SIZEOFFREE; i++)
317 {
256 int lx,ly; 318 int lx, ly;
319
257 lx=x+freearr_x[i]; 320 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 321 ly = y + freearr_y[i];
259 /* boundscheck */ 322 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 323 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 324 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
326 {
263 object *the_monster=get_map_ob(map,lx,ly); 327 object *the_monster = GET_MAP_OB (map, lx, ly);
328
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 329 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)) 330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 331 return the_monster;
332 }
267 } 333 }
268 }
269 return NULL; 334 return NULL;
270} 335}
271 336
272 337
273 338
274/* places keys in the map, preferably in something alive. 339/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 340 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 341 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. 342 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: 343 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. 344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 345
281 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
282 sure a key is placed on both sides of the door. 347 sure a key is placed on both sides of the door.
283*/ 348*/
284 349int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
286 int i,j; 352 int i, j;
287 int kx,ky; 353 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 354 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 355 object *the_key;
290 356
291 /* get a key and set its keycode */ 357 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 358 the_key = get_archetype ("key2");
293 the_key->slaying = add_string(keycode); 359 the_key->slaying = keycode;
294 360
295
296 if(door_flag==PASS_DOORS) { 361 if (door_flag == PASS_DOORS)
362 {
297 int tries=0; 363 int tries = 0;
364
298 the_keymaster=NULL; 365 the_keymaster = 0;
299 while(tries<15&&the_keymaster==NULL) { 366 while (tries < 15 && !the_keymaster)
300 i = (RANDOM()%(RP->Xsize-2))+1; 367 {
301 j = (RANDOM()%(RP->Ysize-2))+1; 368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
302 tries++; 370 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
304 } 372 }
373
305 /* 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. */
306 if(the_keymaster==NULL) { 375 if (!the_keymaster)
376 {
307 int freeindex; 377 int freeindex;
308 378
309 freeindex = -1; 379 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
311 kx = (RANDOM()%(RP->Xsize-2))+1; 381 {
312 ky = (RANDOM()%(RP->Ysize-2))+1; 382 kx = rndm (RP->Xsize - 2) + 1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky); 383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
314 } 393 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 } 394 }
319 } 395 else
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/ 396 { /* NO_PASS_DOORS --we have to work harder. */
322 /* don't try to keyplace if we're sitting on a blocked square and 397 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */ 398 NO_PASS_DOORS is set. */
324 if(n_keys==1) { 399 if (n_keys == 1)
400 {
325 if(wall_blocked(map,x,y)) return 0; 401 if (wall_blocked (map, x, y))
402 return 0;
403
326 the_keymaster=find_monster_in_room(map,x,y,RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
327 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. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
329 } 407 }
330 else { 408 else
409 {
331 int sum=0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
411
332 /* 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. */
333 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);
334 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);
335 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);
336 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
337 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. */
338 { /* diagnoally this time. */ 419 { /* diagonally this time. */
339 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);
340 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);
341 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);
342 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);
343 } 424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
344 return 1; 435 return 1;
345 }
346 } 436 }
347 437
348 if(the_keymaster==NULL) {
349 the_key->x = kx;
350 the_key->y = ky;
351 insert_ob_in_map(the_key,map,NULL,0);
352 return 1;
353 }
354
355 insert_ob_in_ob(the_key,the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
356 return 1; 439 return 1;
357} 440}
358 441
359 442
360 443
361/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
362 445
363object *theMonsterToFind; 446object *theMonsterToFind;
364 447
365/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
366 it does a check-off on the layout, converting 0's to 1's */ 449 it does a check-off on the layout, converting 0's to 1's */
367 450
451object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453{
369 int i,j; 454 int i, j;
455
370 /* if we've found a monster already, leave */ 456 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 457 if (theMonsterToFind != NULL)
458 return theMonsterToFind;
372 459
373 /* bounds check x and y */ 460 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
462 return theMonsterToFind;
375 463
376 /* if the square is blocked or searched already, leave */ 464 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 466 return theMonsterToFind; /* might be NULL, that's fine. */
378 467
379 /* check the current square for a monster. If there is one, 468 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 469 set theMonsterToFind and return it. */
381 layout[x][y]=1; 470 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 {
383 object *the_monster = get_map_ob(map,x,y); 473 object *the_monster = GET_MAP_OB (map, x, y);
474
384 /* check off this point */ 475 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 476 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
478 {
387 theMonsterToFind=the_monster; 479 theMonsterToFind = the_monster;
388 return theMonsterToFind; 480 return theMonsterToFind;
389 } 481 }
390 } 482 }
391 483
392 /* 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 */
393 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++)
486 {
394 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);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 488 if (theMonsterToFind != NULL)
489 return theMonsterToFind;
396 } 490 }
491
397 return theMonsterToFind; 492 return theMonsterToFind;
398} 493}
399
400 494
401/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
402 real work. */ 496 real work. */
497object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
499{
500 Layout layout2 (RP);
403 501
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 502 layout2->clear ();
405 char **layout2; 503
406 int i,j;
407 theMonsterToFind=0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 504 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 505 for (int i = 0; i < layout2->w; i++)
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 506 for (int j = 0; j < layout2->h; j++)
412 for(j=0;j<RP->Ysize;j++) { 507 if (wall_blocked (map, i, j))
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 508 layout2[i][j] = '#';
414 } 509
415 } 510 theMonsterToFind = 0;
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 512
418 /* deallocate the temp. layout */ 513 layout2.free ();
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423 514
424 return theMonsterToFind; 515 return theMonsterToFind;
425} 516}
426
427 517
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x; 519int *room_free_spots_x;
432int *room_free_spots_y; 520int *room_free_spots_y;
433int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
434 522
435/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 525that datastructure. */
438 526void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{
440 int i,j; 529 int i, j;
441 530
442 /* bounds check x and y */ 531 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
533 return;
444 534
445 /* if the square is blocked or searched already, leave */ 535 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 536 if (layout[x][y] != 0)
537 return;
447 538
448 /* set the current square as checked, and add it to the list. 539 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 540 set theMonsterToFind and return it. */
450 /* check off this point */ 541 /* check off this point */
451 layout[x][y]=1; 542 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
455 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
456 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
457 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
458 }
459 550
460} 551}
461 552
462/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
554void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{
464 char **layout2; 557 char **layout2;
465 int i,j; 558 int i, j;
559
466 number_of_free_spots_in_room=0; 560 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 563
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 566 for (i = 0; i < RP->Xsize; i++)
567 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 569 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 570 if (wall_blocked (map, i, j))
476 } 571 layout2[i][j] = '#';
477 } 572 }
478 573
479 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
481 576
482 if(number_of_free_spots_in_room > 0) { 577 if (number_of_free_spots_in_room > 0)
578 {
483 i = RANDOM()%number_of_free_spots_in_room; 579 i = rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
486 } 582 }
487 583
488 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 585 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 586 free (layout2[i]);
491 } 587
492 free(layout2); 588 free (layout2);
493 free(room_free_spots_x); 589 free (room_free_spots_x);
494 free(room_free_spots_y); 590 free (room_free_spots_y);
495} 591}
496 592
497 593
498/* searches the map for a spot with walls around it. The more 594/* searches the map for a spot with walls around it. The more
499 walls the better, but it'll settle for 1 wall, or even 0, but 595 walls the better, but it'll settle for 1 wall, or even 0, but
500 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
501 597void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
599{
503 int x,y; 600 int x, y;
504 int i; 601 int i;
602
505 x = *cx;y=*cy; 603 x = *cx;
604 y = *cy;
506 605
507 for(i=0;i<=SIZEOFFREE1;i++) { 606 for (i = 0; i <= SIZEOFFREE1; i++)
607 {
508 int lx,ly,sindex; 608 int lx, ly, sindex;
609
509 lx = x +freearr_x[i]; 610 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 611 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 612 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 613 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 615 {
616 *cx = lx;
617 *cy = ly;
515 return; 618 return;
516 } 619 }
517 } 620 }
518 621
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 622 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 623 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 624 for (i = 0; i <= SIZEOFFREE1; i++)
625 {
522 int lx,ly,sindex; 626 int lx, ly, sindex;
627
523 lx = x +freearr_x[i]; 628 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 629 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 630 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 631 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 632 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 633 {
634 *cx = lx;
635 *cy = ly;
529 return; 636 return;
530 } 637 }
531 } 638 }
532 639
533 /* settle for one surround point */ 640 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 641 for (i = 0; i <= SIZEOFFREE1; i++)
642 {
535 int lx,ly,sindex; 643 int lx, ly, sindex;
644
536 lx = x +freearr_x[i]; 645 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 646 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 647 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 648 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 649 if (sindex)
541 *cx= lx;*cy= ly; 650 {
651 *cx = lx;
652 *cy = ly;
542 return; 653 return;
543 } 654 }
544 } 655 }
545 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 657 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 658
659 if (i != -1)
660 {
548 *cx = x +freearr_x[i]; 661 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 662 *cy = y + freearr_y[i];
663 }
664 else
665 {
666 /* indicate failure */
667 *cx = -1;
668 *cy = -1;
669 }
670}
671
672void
673remove_monsters (int x, int y, maptile *map)
674{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 {
680 if (tmp->head)
681 tmp = tmp->head;
682 tmp->remove ();
683 tmp->destroy ();
684 tmp = GET_MAP_OB (map, x, y);
685 if (tmp == NULL)
686 break;
687 };
688}
689
690/* surrounds the point x,y by doors, so as to enclose something, like
691 a chest. It only goes as far as the 8 squares surrounding, and
692 it'll remove any monsters it finds.*/
693object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{
696 int i;
697 const char *doors[2];
698 object **doorlist;
699 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701
702 /* this is a list we pick from, for horizontal and vertical doors */
703 if (opts & DOORED)
704 {
705 doors[0] = "locked_door2";
706 doors[1] = "locked_door1";
707 }
708 else
709 {
710 doors[0] = "door_1";
711 doors[1] = "door_2";
712 }
713
714 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++)
716 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718
719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
724 map->insert (new_door, x1, y1);
725 doorlist[ndoors_made] = new_door;
726 ndoors_made++;
727 }
728 }
729
730 return doorlist;
731}
732
733
734/* returns the first door in this square, or NULL if there isn't a door. */
735object *
736door_in_square (maptile *map, int x, int y)
737{
738 object *tmp;
739
740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp;
743 return NULL;
744}
745
746/* the workhorse routine, which finds the doors in a room */
747void
748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
749{
750 int i, j;
751 object *door;
752
753 /* bounds check x and y */
754 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
550 return; 755 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 756
757 /* if the square is blocked or searched already, leave */
758 if (layout[x][y] == 1)
759 return;
556 760
557void remove_monsters(int x,int y,mapstruct *map) { 761 /* check off this point */
558 object *tmp; 762 if (layout[x][y] == '#')
763 { /* there could be a door here */
764 layout[x][y] = 1;
765 door = door_in_square (map, x, y);
766 if (door)
767 {
768 doorlist[*ndoors] = door;
559 769
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 770 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 771 {
562 if(tmp->head) tmp=tmp->head; 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 773 return;
564 free_object(tmp); 774 }
565 tmp=get_map_ob(map,x,y); 775
566 if(tmp==NULL) break; 776 *ndoors = *ndoors + 1;
777 }
567 }; 778 }
568}
569
570
571/* surrounds the point x,y by doors, so as to enclose something, like
572 a chest. It only goes as far as the 8 squares surrounding, and
573 it'll remove any monsters it finds.*/
574
575object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) {
576 int i;
577 char *doors[2];
578 object **doorlist;
579 int ndoors_made=0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */
581
582 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) {
584 doors[0]="locked_door2";
585 doors[1]="locked_door1";
586 }
587 else { 779 else
588 doors[0]="door_1";
589 doors[1]="door_2";
590 }
591
592 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i];
595 780 {
596 if(!wall_blocked(map,x1,y1) 781 layout[x][y] = 1;
597 || layout[x1][y1]=='>') {/* place a door */ 782
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 783 /* now search all the 8 squares around recursively for free spots,in random order */
599 new_door->x = x + freearr_x[i]; 784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
600 new_door->y = y + freearr_y[i]; 785 find_doors_in_room_recursive (layout, map,
601 remove_monsters(new_door->x,new_door->y,map); 786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
602 insert_ob_in_map(new_door,map,NULL,0); 787 doorlist, ndoors, RP);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 } 788 }
789}
790
791/* find a random non-blocked spot in this room to drop a key. */
792object **
793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
794{
795 int i, j;
796 int ndoors = 0;
797
798 object **doorlist = (object **)calloc (sizeof (int), 1024);
799
800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
803 /* allocate and copy the layout, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++)
805 for (j = 0; j < RP->Ysize; j++)
806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807
808 /* setup num_free_spots and room_free_spots */
809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
810
607 return doorlist; 811 return doorlist;
608} 812}
609 813
610
611/* returns the first door in this square, or NULL if there isn't a door. */
612object *door_in_square(mapstruct *map,int x,int y) {
613 object *tmp;
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp;
616 return NULL;
617}
618
619
620/* the workhorse routine, which finds the doors in a room */
621void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) {
622 int i,j;
623 object *door;
624
625 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
627
628 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return;
630
631 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */
633 layout[x][y]=1;
634 door=door_in_square(map,x,y);
635 if(door!=NULL) {
636 doorlist[*ndoors]=door;
637 if(*ndoors>254) /* eek! out of memory */
638 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return;
641 }
642 *ndoors=*ndoors+1;
643 }
644 }
645 else {
646 layout[x][y]=1;
647 /* now search all the 8 squares around recursively for free spots,in random order */
648 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
649 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP);
650 }
651 }
652}
653
654/* find a random non-blocked spot in this room to drop a key. */
655object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) {
656 char **layout2;
657 object **doorlist;
658 int i,j;
659 int ndoors=0;
660
661 doorlist = (object **)calloc(sizeof(int),256);
662
663
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) {
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) {
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
670 }
671 }
672
673 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP);
675
676 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) {
678 free(layout2[i]);
679 }
680 free(layout2);
681 return doorlist;
682}
683
684
685
686/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
688 816void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
818{
690 object *door; 819 object *door;
691 int i; 820 int i;
821
692 /* lock the doors and hide the keys. */ 822 /* lock the doors and hide the keys. */
693 823
694 if(opts & DOORED) { 824 if (opts & DOORED)
825 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
827 {
696 object *new_door=get_archetype("locked_door1"); 828 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 829 char keybuf[1024];
830
698 door=doorlist[i]; 831 door = doorlist[i];
699 new_door->face = door->face; 832 new_door->face = door->face;
700 new_door->x = door->x; 833 new_door->x = door->x;
701 new_door->y = door->y; 834 new_door->y = door->y;
702 remove_ob(door); 835 door->remove ();
703 free_object(door); 836 door->destroy ();
704 doorlist[i]=new_door; 837 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 838 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 839 sprintf (keybuf, "%d", rndm (1000000000));
707 new_door->slaying = add_string(keybuf); 840 new_door->slaying = keybuf;
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 841 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
709 } 842 }
710 } 843 }
711 844
712 /* change the faces of the doors and surrounding walls to hide them. */ 845 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 846 if (opts & HIDDEN)
847 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 848 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
849 {
715 object *wallface; 850 object *wallface;
851
716 door=doorlist[i]; 852 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 853 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 854 if (wallface != NULL)
855 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
723 door->face = wallface->face; 861 door->face = wallface->face;
862
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
725 free_object(wallface); 864 wallface->remove ();
865
866 wallface->destroy ();
867 }
726 } 868 }
727 }
728 } 869 }
729} 870}

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