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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
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.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen
31 *
32 * This program is free software; you can redistribute it and/or modify
33 * it under the terms of the GNU General Public License as published by
34 * the Free Software Foundation; either version 2 of the License, or
35 * (at your option) any later version. 11 * (at your option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 * 20 *
46 * 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>
47 */ 22 */
48>>>>>>> 1.18
49 23
50/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
51 25
52#include <global.h> 26#include <global.h>
53#include <random_map.h> 27#include <random_map.h>
66#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 */
67 41
68#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 43#define PASS_DOORS 1
70 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}
71 52
72/* 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
73 * and doors but not monsters. 54 * and doors but not monsters.
74 * This function is not map tile aware. 55 * This function is not map tile aware.
75 */ 56 */
77wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
78{ 59{
79 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 61 return 1;
81 62
63 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 65}
85 66
86/* place treasures in the map, given the 67/* place treasures in the map, given the
87map, (required) 68map, (required)
88layout, (required) 69layout, (required)
99 80
100 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 82 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
103 return; 84 return;
85
104 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
106 88
107 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 91 {
110 if (RANDOM () % 2) 92 if (rndm (2))
111 treasureoptions -= 1; 93 treasureoptions -= 1;
112 else 94 else
113 treasureoptions -= 2; 95 treasureoptions -= 2;
114 } 96 }
115 97
116 /* pick the number of treasures */ 98 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
118 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);
119 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
120 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);
121 else 103 else
122 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);
123 105
124 if (num_treasures <= 0) 106 if (num_treasures <= 0)
125 return; 107 return;
126 108
127 /* get the style map */ 109 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
131 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
132 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
134 { 122 {
135
136 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
138 { 125 {
139 case LAYOUT_ONION: 126 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
148 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
149 { 136 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 { 138 {
152 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 140 object *chest;
155 141
156 if (tdiv == 3) 142 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
158 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
159 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
160 if (!chest) 148 if (!chest)
161 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
162 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
163 { 152 {
164 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 155 free (doorlist);
167 } 156 }
168 } 157 }
169 } 158 }
170 } 159 }
171 break; 160 break;
172 } 161 }
162
173 default: 163 default:
174 { 164 {
175 int i, j, tries; 165 int i, j, tries;
176 object *chest; 166 object *chest;
177 object **doorlist; 167 object **doorlist;
178 168
179 i = j = -1; 169 i = j = -1;
180 tries = 0; 170 tries = 0;
181 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
182 { 172 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
186 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
187 i = -1; 178 i = -1;
179
188 tries++; 180 tries++;
189 } 181 }
182
190 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
191 if (!chest) 185 if (!chest)
192 return; 186 return;
187
193 i = chest->x; 188 i = chest->x;
194 j = chest->y; 189 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
196 { 191 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
205 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
206 int ti, i, j; 201 int ti, i, j;
207 202
208 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
209 { 204 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 208 }
214 } 209 }
215} 210}
216 211
217/* 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
218 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,
219 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 */
220
221object * 215object *
222place_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)
223{ 217{
224 object *the_chest; 218 object *the_chest;
225 int i, xl, yl; 219 int i, xl, yl;
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 244 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 245
252 if (tlist != NULL) 246 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 247 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 248 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 249 object *new_treasure = style_map->pick_random_object ();
256 250
257 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);
258 } 252 }
259 else 253 else
260 { /* use the style map */ 254 { /* use the style map */
261 the_chest->randomitems = tlist; 255 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 256 the_chest->stats.hp = n_treasures;
263 } 257 }
264#endif 258#endif
265 { /* neither style_map no treasure list given */ 259 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 260 treasurelist *tlist = treasurelist::find ("chest");
267 261
268 the_chest->randomitems = tlist; 262 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 263 the_chest->stats.hp = n_treasures;
270 } 264 }
271 265
272 /* stick a trap in the chest if required */ 266 /* stick a trap in the chest if required */
273 if (treasureoptions & TRAPPED) 267 if (treasureoptions & TRAPPED)
274 { 268 {
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap;
277 270
278 if (trap_map) 271 if (trap_map)
279 { 272 {
280 the_trap = pick_random_object (trap_map); 273 object *the_trap = trap_map->pick_random_object ();
274
281 the_trap->stats.Cha = 10 + RP->difficulty; 275 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 276 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277
283 if (the_trap) 278 if (the_trap)
284 { 279 {
285 object *new_trap; 280 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
286 281
287 new_trap = arch_to_object (the_trap->arch);
288 new_trap->copy_to (the_trap);
289 new_trap->x = x; 282 new_trap->x = x;
290 new_trap->y = y; 283 new_trap->y = y;
291 insert_ob_in_ob (new_trap, the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
292 } 285 }
293 } 286 }
294 } 287 }
295 288
296 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
297 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
298 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 293 {
302 char keybuf[1024]; 294 char keybuf[1024];
303 295
304 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
305 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
307 } 299 }
308 300
309 /* actually place the chest. */ 301 /* actually place the chest. */
371 int tries = 0; 363 int tries = 0;
372 364
373 the_keymaster = 0; 365 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster) 366 while (tries < 15 && !the_keymaster)
375 { 367 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
378 tries++; 370 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
380 } 372 }
381 373
382 /* 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. */
385 int freeindex; 377 int freeindex;
386 378
387 freeindex = -1; 379 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 { 381 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
392 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);
393 } 385 }
394 386
395 // can freeindex ever be < 0? 387 // can freeindex ever be < 0?
396 if (freeindex >= 0) 388 if (freeindex >= 0)
441 the_key->y = ky; 433 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1; 435 return 1;
444 } 436 }
445 437
446 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
447 return 1; 439 return 1;
448} 440}
449 441
450 442
451 443
488 return theMonsterToFind; 480 return theMonsterToFind;
489 } 481 }
490 } 482 }
491 483
492 /* 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 */
493 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++)
494 { 486 {
495 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);
496 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 489 return theMonsterToFind;
498 } 490 }
491
499 return theMonsterToFind; 492 return theMonsterToFind;
500} 493}
501
502 494
503/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
504 real work. */ 496 real work. */
505
506object * 497object *
507find_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)
508{ 499{
509 char **layout2; 500 Layout layout2 (RP);
510 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] = '#';
511 509
512 theMonsterToFind = 0; 510 theMonsterToFind = 0;
513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
514 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
523 }
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 512
526 /* deallocate the temp. layout */ 513 layout2.free ();
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532 514
533 return theMonsterToFind; 515 return theMonsterToFind;
534} 516}
535 517
536/* 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 */
561 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
564 546
565 /* 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 */
566 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++)
567 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);
568 550
569} 551}
570 552
571/* 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. */
592 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
594 576
595 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
596 { 578 {
597 i = RANDOM () % number_of_free_spots_in_room; 579 i = rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
600 } 582 }
601 583
602 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
670 *cy = ly; 652 *cy = ly;
671 return; 653 return;
672 } 654 }
673 } 655 }
674 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
675 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);
676 658
677 if (i != -1) 659 if (i != -1)
678 { 660 {
679 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
685 *cx = -1; 667 *cx = -1;
686 *cy = -1; 668 *cy = -1;
687 } 669 }
688} 670}
689 671
690
691void 672void
692remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
693{ 674{
694 object *tmp; 675 object *tmp;
695 676
696 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)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 679 {
699 if (tmp->head) 680 if (tmp->head)
700 tmp = tmp->head; 681 tmp = tmp->head;
701 tmp->remove (); 682 tmp->remove ();
704 if (tmp == NULL) 685 if (tmp == NULL)
705 break; 686 break;
706 }; 687 };
707} 688}
708 689
709
710/* 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
711 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
712 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
713
714object ** 693object **
715surround_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)
716{ 695{
717 int i; 696 int i;
718 char *doors[2]; 697 const char *doors[2];
719 object **doorlist; 698 object **doorlist;
720 int ndoors_made = 0; 699 int ndoors_made = 0;
721 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 */
722 701
723 /* 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 */
735 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
737 { 716 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 718
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
742 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]);
743 724 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 726 ndoors_made++;
750 } 727 }
751 } 728 }
729
752 return doorlist; 730 return doorlist;
753} 731}
754 732
755 733
756/* 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. */
762 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)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 742 return tmp;
765 return NULL; 743 return NULL;
766} 744}
767
768 745
769/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
770void 747void
771find_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)
772{ 749{
787 layout[x][y] = 1; 764 layout[x][y] = 1;
788 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
789 if (door) 766 if (door)
790 { 767 {
791 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
792 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
793 { 771 {
794 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");
795 return; 773 return;
796 } 774 }
799 } 777 }
800 } 778 }
801 else 779 else
802 { 780 {
803 layout[x][y] = 1; 781 layout[x][y] = 1;
782
804 /* 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 */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 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);
807 } 788 }
808} 789}
809 790
810/* 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. */
811object ** 792object **
812find_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)
813{ 794{
814 char **layout2;
815 object **doorlist;
816 int i, j; 795 int i, j;
817 int ndoors = 0; 796 int ndoors = 0;
818 797
819 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 799
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
822 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
827 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 807
833 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
834 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);
835 810
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 811 return doorlist;
842} 812}
843
844
845 813
846/* 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
847 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
848
849void 816void
850lock_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)
851{ 818{
852 object *door; 819 object *door;
853 int i; 820 int i;
867 new_door->y = door->y; 834 new_door->y = door->y;
868 door->remove (); 835 door->remove ();
869 door->destroy (); 836 door->destroy ();
870 doorlist[i] = new_door; 837 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 838 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 839 sprintf (keybuf, "%d", rndm (1000000000));
873 new_door->slaying = keybuf; 840 new_door->slaying = keybuf;
874 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);
875 } 842 }
876 } 843 }
877 844
888 { 855 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
893 door->face = wallface->face; 861 door->face = wallface->face;
862
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
895 wallface->remove (); 864 wallface->remove ();
865
896 wallface->destroy (); 866 wallface->destroy ();
897 } 867 }
898 } 868 }
899 } 869 }
900} 870}

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