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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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;
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_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 385 }
374 386
387 // can freeindex ever be < 0?
375 if (freeindex != -1) 388 if (freeindex >= 0)
376 { 389 {
377 kx += freearr_x[freeindex]; 390 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 391 ky += freearr_y [freeindex];
379 } 392 }
380 } 393 }
381 } 394 }
382 else 395 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 396 { /* NO_PASS_DOORS --we have to work harder. */
387 { 400 {
388 if (wall_blocked (map, x, y)) 401 if (wall_blocked (map, x, y))
389 return 0; 402 return 0;
390 403
391 the_keymaster = find_monster_in_room (map, x, y, RP); 404 the_keymaster = find_monster_in_room (map, x, y, RP);
392 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. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 406 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 407 }
395 else 408 else
396 { 409 {
397 int sum = 0; /* count how many keys we actually place */ 410 int sum = 0; /* count how many keys we actually place */
399 /* 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. */
400 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);
401 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);
402 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);
403 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
404 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. */
405 { /* diagnoally this time. */ 419 { /* diagonally this time. */
406 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);
407 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);
408 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);
409 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);
410 } 424 }
425
411 return 1; 426 return 1;
412 } 427 }
413 } 428 }
414 429
415 if (the_keymaster == NULL) 430 if (!the_keymaster)
416 { 431 {
417 the_key->x = kx; 432 the_key->x = kx;
418 the_key->y = ky; 433 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 435 return 1;
421 } 436 }
422 437
423 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
424 return 1; 439 return 1;
425} 440}
426 441
427 442
428 443
465 return theMonsterToFind; 480 return theMonsterToFind;
466 } 481 }
467 } 482 }
468 483
469 /* 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 */
470 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++)
471 { 486 {
472 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);
473 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 489 return theMonsterToFind;
475 } 490 }
491
476 return theMonsterToFind; 492 return theMonsterToFind;
477} 493}
478
479 494
480/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
481 real work. */ 496 real work. */
482
483object * 497object *
484find_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)
485{ 499{
486 char **layout2; 500 Layout layout2 (RP);
487 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] = '#';
488 509
489 theMonsterToFind = 0; 510 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 512
503 /* deallocate the temp. layout */ 513 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 514
510 return theMonsterToFind; 515 return theMonsterToFind;
511} 516}
512
513
514
515 517
516/* 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 */
517int *room_free_spots_x; 519int *room_free_spots_x;
518int *room_free_spots_y; 520int *room_free_spots_y;
519int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
520 522
521/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
522a 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
523that datastructure. */ 525that datastructure. */
524
525void 526void
526find_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)
527{ 528{
528 int i, j; 529 int i, j;
529 530
540 /* check off this point */ 541 /* check off this point */
541 layout[x][y] = 1; 542 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
545 /* 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 */
546 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++)
547 {
548 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);
549 }
550 550
551} 551}
552 552
553/* 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 554void
565 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
567 { 567 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
573 }
574 } 572 }
575 573
576 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
578 576
579 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
580 { 578 {
581 i = RANDOM () % number_of_free_spots_in_room; 579 i = rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
584 } 582 }
585 583
586 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 586 free (layout2[i]);
590 } 587
591 free (layout2); 588 free (layout2);
592 free (room_free_spots_x); 589 free (room_free_spots_x);
593 free (room_free_spots_y); 590 free (room_free_spots_y);
594} 591}
595 592
596 593
597/* 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
598 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
599 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
600
601void 597void
602find_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)
603{ 599{
604 int x, y; 600 int x, y;
605 int i; 601 int i;
656 *cy = ly; 652 *cy = ly;
657 return; 653 return;
658 } 654 }
659 } 655 }
660 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
661 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
662 658
663 if (i != -1) 659 if (i != -1)
664 { 660 {
665 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
671 *cx = -1; 667 *cx = -1;
672 *cy = -1; 668 *cy = -1;
673 } 669 }
674} 670}
675 671
676
677void 672void
678remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
679{ 674{
680 object *tmp; 675 object *tmp;
681 676
682 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)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 679 {
685 if (tmp->head) 680 if (tmp->head)
686 tmp = tmp->head; 681 tmp = tmp->head;
687 tmp->remove (); 682 tmp->remove ();
690 if (tmp == NULL) 685 if (tmp == NULL)
691 break; 686 break;
692 }; 687 };
693} 688}
694 689
695
696/* 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
697 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
698 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
699
700object ** 693object **
701surround_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)
702{ 695{
703 int i; 696 int i;
704 char *doors[2]; 697 const char *doors[2];
705 object **doorlist; 698 object **doorlist;
706 int ndoors_made = 0; 699 int ndoors_made = 0;
707 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 */
708 701
709 /* 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 */
721 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
723 { 716 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
725 718
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
727 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
728 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]);
729 724 map->insert (new_door, x1, y1);
730 new_door->x = x + freearr_x[i];
731 new_door->y = y + freearr_y[i];
732 remove_monsters (new_door->x, new_door->y, map);
733 insert_ob_in_map (new_door, map, NULL, 0);
734 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
735 ndoors_made++; 726 ndoors_made++;
736 } 727 }
737 } 728 }
729
738 return doorlist; 730 return doorlist;
739} 731}
740 732
741 733
742/* 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. */
748 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)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 742 return tmp;
751 return NULL; 743 return NULL;
752} 744}
753
754 745
755/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
756void 747void
757find_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)
758{ 749{
773 layout[x][y] = 1; 764 layout[x][y] = 1;
774 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
775 if (door) 766 if (door)
776 { 767 {
777 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
778 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
779 { 771 {
780 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");
781 return; 773 return;
782 } 774 }
785 } 777 }
786 } 778 }
787 else 779 else
788 { 780 {
789 layout[x][y] = 1; 781 layout[x][y] = 1;
782
790 /* 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 */
791 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
792 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);
793 } 788 }
794} 789}
795 790
796/* 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. */
797object ** 792object **
798find_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)
799{ 794{
800 char **layout2;
801 object **doorlist;
802 int i, j; 795 int i, j;
803 int ndoors = 0; 796 int ndoors = 0;
804 797
805 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 799
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
808 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
813 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 807
819 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
820 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);
821 810
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 811 return doorlist;
828} 812}
829
830
831 813
832/* 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
833 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
834
835void 816void
836lock_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)
837{ 818{
838 object *door; 819 object *door;
839 int i; 820 int i;
853 new_door->y = door->y; 834 new_door->y = door->y;
854 door->remove (); 835 door->remove ();
855 door->destroy (); 836 door->destroy ();
856 doorlist[i] = new_door; 837 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 838 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", (int) RANDOM ()); 839 sprintf (keybuf, "%d", rndm (1000000000));
859 new_door->slaying = keybuf; 840 new_door->slaying = keybuf;
860 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);
861 } 842 }
862 } 843 }
863 844
874 { 855 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
879 door->face = wallface->face; 861 door->face = wallface->face;
862
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
881 wallface->remove (); 864 wallface->remove ();
865
882 wallface->destroy (); 866 wallface->destroy ();
883 } 867 }
884 } 868 }
885 } 869 }
886} 870}

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