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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 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 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 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
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 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
20 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#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 */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 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}
49 52
50/* 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
51 * and doors but not monsters. 54 * and doors but not monsters.
52 * This function is not map tile aware. 55 * This function is not map tile aware.
53 */ 56 */
54
55int 57int
56wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
57{ 59{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 61 return 1;
62
63 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 65}
65 66
66/* place treasures in the map, given the 67/* place treasures in the map, given the
67map, (required) 68map, (required)
68layout, (required) 69layout, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
71*/ 72*/
72
73void 73void
74place_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)
75{ 75{
76 char styledirname[1024]; 76 char styledirname[1024];
77 char stylefilepath[1024]; 77 char stylefilepath[1024];
80 80
81 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 82 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
84 return; 84 return;
85
85 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
87 88
88 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 91 {
91 if (RANDOM () % 2) 92 if (rndm (2))
92 treasureoptions -= 1; 93 treasureoptions -= 1;
93 else 94 else
94 treasureoptions -= 2; 95 treasureoptions -= 2;
95 } 96 }
96 97
97 /* pick the number of treasures */ 98 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
101 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);
102 else 103 else
103 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);
104 105
105 if (num_treasures <= 0) 106 if (num_treasures <= 0)
106 return; 107 return;
107 108
108 /* get the style map */ 109 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
112 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
113 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
115 { 122 {
116
117 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
119 { 125 {
120 case LAYOUT_ONION: 126 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
130 { 136 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 138 {
133 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 140 object *chest;
136 141
137 if (tdiv == 3) 142 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
139 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
140 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
141 if (!chest) 148 if (!chest)
142 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
143 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
144 { 152 {
145 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 155 free (doorlist);
148 } 156 }
149 } 157 }
150 } 158 }
151 } 159 }
152 break; 160 break;
153 } 161 }
162
154 default: 163 default:
155 { 164 {
156 int i, j, tries; 165 int i, j, tries;
157 object *chest; 166 object *chest;
158 object **doorlist; 167 object **doorlist;
159 168
160 i = j = -1; 169 i = j = -1;
161 tries = 0; 170 tries = 0;
162 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
163 { 172 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
167 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
168 i = -1; 178 i = -1;
179
169 tries++; 180 tries++;
170 } 181 }
182
171 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
172 if (!chest) 185 if (!chest)
173 return; 186 return;
187
174 i = chest->x; 188 i = chest->x;
175 j = chest->y; 189 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
177 { 191 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
187 int ti, i, j; 201 int ti, i, j;
188 202
189 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
190 { 204 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 208 }
195 } 209 }
196} 210}
197 211
198/* 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
199 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,
200 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 */
201
202object * 215object *
203place_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)
204{ 217{
205 object *the_chest; 218 object *the_chest;
206 int i, xl, yl; 219 int i, xl, yl;
212 if (i == -1) 225 if (i == -1)
213 { 226 {
214 the_chest->destroy (); 227 the_chest->destroy ();
215 return NULL; 228 return NULL;
216 } 229 }
230
217 xl = x + freearr_x[i]; 231 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 232 yl = y + freearr_y[i];
219 233
220 /* if the placement is blocked, return a fail. */ 234 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 235 if (wall_blocked (map, xl, yl))
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 244 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 245
232 if (tlist != NULL) 246 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 247 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 248 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 249 object *new_treasure = style_map->pick_random_object ();
236 250
237 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);
238 } 252 }
239 else 253 else
240 { /* use the style map */ 254 { /* use the style map */
241 the_chest->randomitems = tlist; 255 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 256 the_chest->stats.hp = n_treasures;
243 } 257 }
244#endif 258#endif
245 { /* neither style_map no treasure list given */ 259 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 260 treasurelist *tlist = treasurelist::find ("chest");
247 261
248 the_chest->randomitems = tlist; 262 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 263 the_chest->stats.hp = n_treasures;
250 } 264 }
251 265
252 /* stick a trap in the chest if required */ 266 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 267 if (treasureoptions & TRAPPED)
254 { 268 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 270
258 if (trap_map) 271 if (trap_map)
259 { 272 {
260 the_trap = pick_random_object (trap_map); 273 object *the_trap = trap_map->pick_random_object ();
274
261 the_trap->stats.Cha = 10 + RP->difficulty; 275 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 276 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277
263 if (the_trap) 278 if (the_trap)
264 { 279 {
265 object *new_trap; 280 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 281
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 282 new_trap->x = x;
270 new_trap->y = y; 283 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
272 } 285 }
273 } 286 }
274 } 287 }
275 288
276 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
277 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
278 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 293 {
282 char keybuf[1024]; 294 char keybuf[1024];
283 295
284 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
285 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
287 } 299 }
288 300
289 /* actually place the chest. */ 301 /* actually place the chest. */
332 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.
333 345
334 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
335 sure a key is placed on both sides of the door. 347 sure a key is placed on both sides of the door.
336*/ 348*/
337
338int 349int
339keyplace (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)
340{ 351{
341 int i, j; 352 int i, j;
342 int kx, ky; 353 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 354 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 355 object *the_key;
345 356
346 /* get a key and set its keycode */ 357 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 358 the_key = get_archetype ("key2");
349 360
350 if (door_flag == PASS_DOORS) 361 if (door_flag == PASS_DOORS)
351 { 362 {
352 int tries = 0; 363 int tries = 0;
353 364
354 the_keymaster = NULL; 365 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 366 while (tries < 15 && !the_keymaster)
356 { 367 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
359 tries++; 370 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 372 }
373
362 /* 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. */
363 if (the_keymaster == NULL) 375 if (!the_keymaster)
364 { 376 {
365 int freeindex; 377 int freeindex;
366 378
367 freeindex = -1; 379 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 { 381 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 385 }
386
387 // can freeindex ever be < 0?
374 if (freeindex != -1) 388 if (freeindex >= 0)
375 { 389 {
376 kx += freearr_x[freeindex]; 390 kx += freearr_x [freeindex];
377 ky += freearr_y[freeindex]; 391 ky += freearr_y [freeindex];
378 } 392 }
379 } 393 }
380 } 394 }
381 else 395 else
382 { /* NO_PASS_DOORS --we have to work harder. */ 396 { /* NO_PASS_DOORS --we have to work harder. */
384 NO_PASS_DOORS is set. */ 398 NO_PASS_DOORS is set. */
385 if (n_keys == 1) 399 if (n_keys == 1)
386 { 400 {
387 if (wall_blocked (map, x, y)) 401 if (wall_blocked (map, x, y))
388 return 0; 402 return 0;
403
389 the_keymaster = find_monster_in_room (map, x, y, RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
390 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. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 } 407 }
393 else 408 else
394 { 409 {
395 int sum = 0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
397 /* 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. */
398 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);
399 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);
400 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);
401 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
402 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. */
403 { /* diagnoally this time. */ 419 { /* diagonally this time. */
404 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);
405 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);
406 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);
407 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);
408 } 424 }
425
409 return 1; 426 return 1;
410 } 427 }
411 } 428 }
412 429
413 if (the_keymaster == NULL) 430 if (!the_keymaster)
414 { 431 {
415 the_key->x = kx; 432 the_key->x = kx;
416 the_key->y = ky; 433 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 435 return 1;
419 } 436 }
420 437
421 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 439 return 1;
423} 440}
424 441
425 442
426 443
463 return theMonsterToFind; 480 return theMonsterToFind;
464 } 481 }
465 } 482 }
466 483
467 /* 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 */
468 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++)
469 { 486 {
470 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);
471 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 489 return theMonsterToFind;
473 } 490 }
491
474 return theMonsterToFind; 492 return theMonsterToFind;
475} 493}
476
477 494
478/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
479 real work. */ 496 real work. */
480
481object * 497object *
482find_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)
483{ 499{
484 char **layout2; 500 Layout layout2 (RP);
485 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] = '#';
486 509
487 theMonsterToFind = 0; 510 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 512
501 /* deallocate the temp. layout */ 513 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 514
508 return theMonsterToFind; 515 return theMonsterToFind;
509} 516}
510
511
512
513 517
514/* 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 */
515int *room_free_spots_x; 519int *room_free_spots_x;
516int *room_free_spots_y; 520int *room_free_spots_y;
517int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
518 522
519/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
520a 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
521that datastructure. */ 525that datastructure. */
522
523void 526void
524find_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)
525{ 528{
526 int i, j; 529 int i, j;
527 530
538 /* check off this point */ 541 /* check off this point */
539 layout[x][y] = 1; 542 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
543 /* 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 */
544 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++)
545 {
546 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);
547 }
548 550
549} 551}
550 552
551/* 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. */
552void 554void
563 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
565 { 567 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
571 }
572 } 572 }
573 573
574 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
576 576
577 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
578 { 578 {
579 i = RANDOM () % number_of_free_spots_in_room; 579 i = rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
582 } 582 }
583 583
584 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 586 free (layout2[i]);
588 } 587
589 free (layout2); 588 free (layout2);
590 free (room_free_spots_x); 589 free (room_free_spots_x);
591 free (room_free_spots_y); 590 free (room_free_spots_y);
592} 591}
593 592
594 593
595/* 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
596 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
597 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
598
599void 597void
600find_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)
601{ 599{
602 int x, y; 600 int x, y;
603 int i; 601 int i;
654 *cy = ly; 652 *cy = ly;
655 return; 653 return;
656 } 654 }
657 } 655 }
658 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
659 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);
660 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
661 { 660 {
662 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
664 return; 663 }
664 else
665 } 665 {
666 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
667 *cx = *cy = -1; 668 *cy = -1;
669 }
668} 670}
669
670 671
671void 672void
672remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
673{ 674{
674 object *tmp; 675 object *tmp;
675 676
676 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)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 679 {
679 if (tmp->head) 680 if (tmp->head)
680 tmp = tmp->head; 681 tmp = tmp->head;
681 tmp->remove (); 682 tmp->remove ();
684 if (tmp == NULL) 685 if (tmp == NULL)
685 break; 686 break;
686 }; 687 };
687} 688}
688 689
689
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
693
694object ** 693object **
695surround_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)
696{ 695{
697 int i; 696 int i;
698 char *doors[2]; 697 const char *doors[2];
699 object **doorlist; 698 object **doorlist;
700 int ndoors_made = 0; 699 int ndoors_made = 0;
701 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 */
702 701
703 /* 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 */
715 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
717 { 716 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 718
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
722 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]);
723 724 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 726 ndoors_made++;
730 } 727 }
731 } 728 }
729
732 return doorlist; 730 return doorlist;
733} 731}
734 732
735 733
736/* 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. */
742 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)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 742 return tmp;
745 return NULL; 743 return NULL;
746} 744}
747
748 745
749/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
750void 747void
751find_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)
752{ 749{
767 layout[x][y] = 1; 764 layout[x][y] = 1;
768 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
769 if (door) 766 if (door)
770 { 767 {
771 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
772 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
773 { 771 {
774 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");
775 return; 773 return;
776 } 774 }
779 } 777 }
780 } 778 }
781 else 779 else
782 { 780 {
783 layout[x][y] = 1; 781 layout[x][y] = 1;
782
784 /* 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 */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 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);
787 } 788 }
788} 789}
789 790
790/* 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. */
791object ** 792object **
792find_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)
793{ 794{
794 char **layout2;
795 object **doorlist;
796 int i, j; 795 int i, j;
797 int ndoors = 0; 796 int ndoors = 0;
798 797
799 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 799
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
802 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
807 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#';
810 }
811 }
812 807
813 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
814 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);
815 810
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist; 811 return doorlist;
822} 812}
823
824
825 813
826/* 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
827 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
828
829void 816void
830lock_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)
831{ 818{
832 object *door; 819 object *door;
833 int i; 820 int i;
847 new_door->y = door->y; 834 new_door->y = door->y;
848 door->remove (); 835 door->remove ();
849 door->destroy (); 836 door->destroy ();
850 doorlist[i] = new_door; 837 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 838 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 839 sprintf (keybuf, "%d", rndm (1000000000));
853 new_door->slaying = keybuf; 840 new_door->slaying = keybuf;
854 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);
855 } 842 }
856 } 843 }
857 844
868 { 855 {
869 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
872 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
873 door->face = wallface->face; 861 door->face = wallface->face;
862
874 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
875 wallface->remove (); 864 wallface->remove ();
865
876 wallface->destroy (); 866 wallface->destroy ();
877 } 867 }
878 } 868 }
879 } 869 }
880} 870}

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