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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 1.37 by root, Fri May 2 21:01:53 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 }
150 } 159 }
151 break; 160 break;
152 } 161 }
162
153 default: 163 default:
154 { 164 {
155 int i, j, tries; 165 int i, j, tries;
156 object *chest; 166 object *chest;
157 object **doorlist; 167 object **doorlist;
158 168
159 i = j = -1; 169 i = j = -1;
160 tries = 0; 170 tries = 0;
161 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
162 { 172 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
166 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
167 i = -1; 178 i = -1;
179
168 tries++; 180 tries++;
169 } 181 }
182
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
171 if (!chest) 185 if (!chest)
172 return; 186 return;
187
173 i = chest->x; 188 i = chest->x;
174 j = chest->y; 189 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
176 { 191 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
186 int ti, i, j; 201 int ti, i, j;
187 202
188 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
189 { 204 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 208 }
194 } 209 }
195} 210}
196 211
197/* 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
198 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,
199 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 */
200
201object * 215object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 217{
204 object *the_chest; 218 object *the_chest;
205 int i, xl, yl; 219 int i, xl, yl;
211 if (i == -1) 225 if (i == -1)
212 { 226 {
213 the_chest->destroy (); 227 the_chest->destroy ();
214 return NULL; 228 return NULL;
215 } 229 }
230
216 xl = x + freearr_x[i]; 231 xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 232 yl = y + freearr_y[i];
218 233
219 /* if the placement is blocked, return a fail. */ 234 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 235 if (wall_blocked (map, xl, yl))
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 244 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 245
231 if (tlist != NULL) 246 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 247 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 248 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 249 object *new_treasure = style_map->pick_random_object ();
235 250
236 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);
237 } 252 }
238 else 253 else
239 { /* use the style map */ 254 { /* use the style map */
240 the_chest->randomitems = tlist; 255 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 256 the_chest->stats.hp = n_treasures;
242 } 257 }
243#endif 258#endif
244 { /* neither style_map no treasure list given */ 259 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 260 treasurelist *tlist = treasurelist::find ("chest");
246 261
247 the_chest->randomitems = tlist; 262 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 263 the_chest->stats.hp = n_treasures;
249 } 264 }
250 265
251 /* stick a trap in the chest if required */ 266 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED) 267 if (treasureoptions & TRAPPED)
253 { 268 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap;
256 270
257 if (trap_map) 271 if (trap_map)
258 { 272 {
259 the_trap = pick_random_object (trap_map); 273 object *the_trap = trap_map->pick_random_object ();
274
260 the_trap->stats.Cha = 10 + RP->difficulty; 275 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 276 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277
262 if (the_trap) 278 if (the_trap)
263 { 279 {
264 object *new_trap; 280 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
265 281
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x; 282 new_trap->x = x;
269 new_trap->y = y; 283 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
271 } 285 }
272 } 286 }
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 }
491
473 return theMonsterToFind; 492 return theMonsterToFind;
474} 493}
475
476 494
477/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
478 real work. */ 496 real work. */
479
480object * 497object *
481find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
482{ 499{
483 char **layout2; 500 Layout layout2 (RP);
484 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
485 509
486 theMonsterToFind = 0; 510 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
499 512
500 /* deallocate the temp. layout */ 513 layout2.free ();
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506 514
507 return theMonsterToFind; 515 return theMonsterToFind;
508} 516}
509
510
511
512 517
513/* 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 */
514int *room_free_spots_x; 519int *room_free_spots_x;
515int *room_free_spots_y; 520int *room_free_spots_y;
516int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
517 522
518/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
519a 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
520that datastructure. */ 525that datastructure. */
521
522void 526void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 528{
525 int i, j; 529 int i, j;
526 530
537 /* check off this point */ 541 /* check off this point */
538 layout[x][y] = 1; 542 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
542 /* 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 */
543 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++)
544 {
545 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);
546 }
547 550
548} 551}
549 552
550/* 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. */
551void 554void
562 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
564 { 567 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
570 }
571 } 572 }
572 573
573 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
575 576
576 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
577 { 578 {
578 i = RANDOM () % number_of_free_spots_in_room; 579 i = rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
581 } 582 }
582 583
583 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 586 free (layout2[i]);
587 } 587
588 free (layout2); 588 free (layout2);
589 free (room_free_spots_x); 589 free (room_free_spots_x);
590 free (room_free_spots_y); 590 free (room_free_spots_y);
591} 591}
592 592
593 593
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
597
598void 597void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 599{
601 int x, y; 600 int x, y;
602 int i; 601 int i;
653 *cy = ly; 652 *cy = ly;
654 return; 653 return;
655 } 654 }
656 } 655 }
657 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 657 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
660 { 660 {
661 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
663 return; 663 }
664 else
664 } 665 {
665 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
666 *cx = *cy = -1; 668 *cy = -1;
669 }
667} 670}
668
669 671
670void 672void
671remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
672{ 674{
673 object *tmp; 675 object *tmp;
674 676
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 679 {
678 if (tmp->head) 680 if (tmp->head)
679 tmp = tmp->head; 681 tmp = tmp->head;
680 tmp->remove (); 682 tmp->remove ();
683 if (tmp == NULL) 685 if (tmp == NULL)
684 break; 686 break;
685 }; 687 };
686} 688}
687 689
688
689/* surrounds the point x,y by doors, so as to enclose something, like 690/* 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 691 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
692
693object ** 693object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 695{
696 int i; 696 int i;
697 char *doors[2]; 697 const char *doors[2];
698 object **doorlist; 698 object **doorlist;
699 int ndoors_made = 0; 699 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 701
702 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
716 { 716 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 718
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 724 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; 725 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 726 ndoors_made++;
729 } 727 }
730 } 728 }
729
731 return doorlist; 730 return doorlist;
732} 731}
733 732
734 733
735/* returns the first door in this square, or NULL if there isn't a door. */ 734/* 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) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 742 return tmp;
744 return NULL; 743 return NULL;
745} 744}
746
747 745
748/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
749void 747void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 749{
766 layout[x][y] = 1; 764 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
768 if (door) 766 if (door)
769 { 767 {
770 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
771 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
772 { 771 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 773 return;
775 } 774 }
778 } 777 }
779 } 778 }
780 else 779 else
781 { 780 {
782 layout[x][y] = 1; 781 layout[x][y] = 1;
782
783 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* 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++) 784 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); 785 find_doors_in_room_recursive (layout, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
787 doorlist, ndoors, RP);
786 } 788 }
787} 789}
788 790
789/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
790object ** 792object **
791find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
792{ 794{
793 char **layout2;
794 object **doorlist;
795 int i, j; 795 int i, j;
796 int ndoors = 0; 796 int ndoors = 0;
797 797
798 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 799
800 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
801 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
802 for (i = 0; i < RP->Xsize; i++) 804 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++) 805 for (j = 0; j < RP->Ysize; j++)
806 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807 if (wall_blocked (map, i, j))
808 layout2[i][j] = '#';
809 }
810 }
811 807
812 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
814 810
815 /* deallocate the temp. layout */
816 for (i = 0; i < RP->Xsize; i++)
817 free (layout2[i]);
818
819 free (layout2);
820 return doorlist; 811 return doorlist;
821} 812}
822
823
824 813
825/* 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
826 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
827
828void 816void
829lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
830{ 818{
831 object *door; 819 object *door;
832 int i; 820 int i;
846 new_door->y = door->y; 834 new_door->y = door->y;
847 door->remove (); 835 door->remove ();
848 door->destroy (); 836 door->destroy ();
849 doorlist[i] = new_door; 837 doorlist[i] = new_door;
850 insert_ob_in_map (new_door, map, NULL, 0); 838 insert_ob_in_map (new_door, map, NULL, 0);
851 sprintf (keybuf, "%d", (int) RANDOM ()); 839 sprintf (keybuf, "%d", rndm (1000000000));
852 new_door->slaying = keybuf; 840 new_door->slaying = keybuf;
853 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);
854 } 842 }
855 } 843 }
856 844
867 { 855 {
868 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
872 door->face = wallface->face; 861 door->face = wallface->face;
862
873 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
874 wallface->remove (); 864 wallface->remove ();
865
875 wallface->destroy (); 866 wallface->destroy ();
876 } 867 }
877 } 868 }
878 } 869 }
879} 870}

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