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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC vs.
Revision 1.57 by root, Fri Jul 2 15:03:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
52 63
53static object * 64static object *
54gen_key (const shstr &keycode) 65gen_key (const shstr &keycode)
55{ 66{
56 /* get a key and set its keycode */ 67 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2); 68 object *key = archetype::get (shstr_key_random_map);
58
59 key->slaying = keycode; 69 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key; 70 return key;
66} 71}
67 72
68/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
69 keycode is the key's code, 74 keycode is the key's code,
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) 84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{ 85{
81 int i, j; 86 int i, j;
82 int kx = 0, ky = 0; 87 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */ 88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
84 90
85 if (door_flag == PASS_DOORS) 91 if (door_flag == PASS_DOORS)
86 { 92 {
87 int tries = 0; 93 int tries = 0;
88 94
103 freeindex = -1; 109 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 { 111 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
109 } 115 }
110 116
111 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
112 if (freeindex >= 0) 118 if (freeindex >= 0)
113 { 119 {
121 /* don't try to keyplace if we're sitting on a blocked square and 127 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */ 128 NO_PASS_DOORS is set. */
123 if (n_keys == 1) 129 if (n_keys == 1)
124 { 130 {
125 if (wall_blocked (map, x, y)) 131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
126 return 0; 134 return 0;
135 }
127 136
128 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP); 139 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 } 140 }
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 } 157 }
149 158
159 the_key->destroy ();
150 return 1; 160 return 1;
151 } 161 }
152 } 162 }
153
154 object *the_key = gen_key (keycode);
155 163
156 if (the_keymaster) 164 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key); 165 the_keymaster->head_ ()->insert (the_key);
158 else 166 else
159 { 167 {
179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
180} 188}
181 189
182/* place treasures in the map, given the 190/* place treasures in the map, given the
183map, (required) 191map, (required)
184layout, (required) 192maze, (required)
185treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
186treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
187*/ 195*/
188void 196void
189place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
190{ 198{
191 char styledirname[1024];
192 char stylefilepath[1024];
193 maptile *style_map = 0;
194 int num_treasures; 199 int num_treasures;
195 200
196 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
197 if (treasure_style) 202 if (treasure_style)
198 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
220 225
221 if (num_treasures <= 0) 226 if (num_treasures <= 0)
222 return; 227 return;
223 228
224 /* get the style map */ 229 /* get the style map */
225 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
227 style_map = find_style (styledirname, treasure_style, -1);
228 231
229 if (!style_map) 232 if (!style_map)
230 { 233 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
232 return; 235 return;
233 } 236 }
234 237
235 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
236 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
247 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
248 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
249 { 252 {
250 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
251 { 254 {
252 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
253 { 256 {
254 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
255 object *chest; 258 object *chest;
256 259
257 if (tdiv == 3) 260 if (tdiv == 3)
302 305
303 i = chest->x; 306 i = chest->x;
304 j = chest->y; 307 j = chest->y;
305 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
306 { 309 {
307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
308 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
309 free (doorlist); 312 free (doorlist);
310 } 313 }
311 } 314 }
312 } 315 }
313 } 316 }
314 else 317 else
315 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
316 int ti, i, j; 319 int ti, i, j;
317 320
318 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
319 { 322 {
320 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
325} 328}
326 329
327/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
328 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
329 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
330object * 333static object *
331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
332{ 335{
333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
334 337
335 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
358 if (tlist != NULL) 361 if (tlist != NULL)
359 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
360 { /* use the treasure list */ 363 { /* use the treasure list */
361 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
362 365
363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
364 } 367 }
365 else 368 else
366 { /* use the style map */ 369 { /* use the style map */
367 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
368 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
376 } 379 }
377 380
378 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
379 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
380 { 383 {
381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
382 385
383 if (trap_map) 386 if (trap_map)
384 { 387 {
385 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386 389
412 the_chest->y = yl; 415 the_chest->y = yl;
413 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
414 return the_chest; 417 return the_chest;
415} 418}
416 419
417
418/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
419 or walls */ 421static object *
420object *
421find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
422{ 423{
423 int i; 424 int i;
424 425
425 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
433 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
434 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
435 { 436 {
436 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
437 438
438 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
439 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
440 return the_monster; 441 return the_monster;
441 } 442 }
442 } 443 }
443 return NULL; 444 return NULL;
444} 445}
445 446
446/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
447 448
448object *theMonsterToFind; 449static object *theMonsterToFind;
449 450
450/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
451 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the maze, converting 0's to 1's */
452 453static object *
453object *
454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP)
455{ 455{
456 int i, j; 456 int i, j;
457 457
458 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
459 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
462 /* bounds check x and y */ 462 /* bounds check x and y */
463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
464 return theMonsterToFind; 464 return theMonsterToFind;
465 465
466 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
467 if (layout[x][y] != 0) 467 if (maze[x][y] != 0)
468 return theMonsterToFind; /* might be NULL, that's fine. */ 468 return theMonsterToFind; /* might be NULL, that's fine. */
469 469
470 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
471 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
472 layout[x][y] = 1; 472 maze[x][y] = 1;
473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 { 474 {
475 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
476 476
477 /* check off this point */ 477 /* check off this point */
478 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
479 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
480 { 480 {
481 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
482 return theMonsterToFind; 482 return theMonsterToFind;
483 } 483 }
484 } 484 }
485 485
486 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
488 { 488 {
489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
490 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
491 return theMonsterToFind; 491 return theMonsterToFind;
492 } 492 }
493 493
494 return theMonsterToFind; 494 return theMonsterToFind;
495} 495}
496 496
497/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
498 real work. */ 498 real work. */
499object * 499static object *
500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
501{ 501{
502 Layout layout2 (RP); 502 layout layout2 (map->width, map->height);
503 503
504 layout2->clear (); 504 // find walls
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++) 505 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2->h; j++) 506 for (int j = 0; j < layout2.h; j++)
509 if (wall_blocked (map, i, j)) 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
510 layout2[i][j] = '#';
511 508
512 theMonsterToFind = 0; 509 theMonsterToFind = 0;
513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
514 511
515 layout2.free ();
516
517 return theMonsterToFind; 512 return theMonsterToFind;
518} 513}
519 514
520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
521int *room_free_spots_x; 516static int *room_free_spots_x;
522int *room_free_spots_y; 517static int *room_free_spots_y;
523int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
524 519
525/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
526a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
527that datastructure. */ 522that datastructure. */
528void 523static void
529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP)
530{ 525{
531 int i, j; 526 int i, j;
532 527
533 /* bounds check x and y */ 528 /* bounds check x and y */
534 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
535 return; 530 return;
536 531
537 /* if the square is blocked or searched already, leave */ 532 /* if the square is blocked or searched already, leave */
538 if (layout[x][y] != 0) 533 if (maze[x][y] != 0)
539 return; 534 return;
540 535
541 /* set the current square as checked, and add it to the list. 536 /* set the current square as checked, and add it to the list.
542 set theMonsterToFind and return it. */ 537 set theMonsterToFind and return it. */
543 /* check off this point */ 538 /* check off this point */
544 layout[x][y] = 1; 539 maze[x][y] = 1;
545 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
546 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
547 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
548 543
549 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
552 547
553} 548}
554 549
555/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
556void 551static void
557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
558{ 553{
559 char **layout2; 554 char **layout2;
560 int i, j; 555 int i, j;
561 556
562 number_of_free_spots_in_room = 0; 557 number_of_free_spots_in_room = 0;
563 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
564 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
565 560
566 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
567 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the maze, converting C to 0. */
568 for (i = 0; i < RP->Xsize; i++) 563 for (i = 0; i < RP->Xsize; i++)
569 { 564 {
570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
571 for (j = 0; j < RP->Ysize; j++) 566 for (j = 0; j < RP->Ysize; j++)
572 if (wall_blocked (map, i, j)) 567 if (wall_blocked (map, i, j))
581 i = rmg_rndm (number_of_free_spots_in_room); 576 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
584 } 579 }
585 580
586 /* deallocate the temp. layout */ 581 /* deallocate the temp. maze */
587 for (i = 0; i < RP->Xsize; i++) 582 for (i = 0; i < RP->Xsize; i++)
588 free (layout2[i]); 583 free (layout2[i]);
589 584
590 free (layout2); 585 free (layout2);
591 free (room_free_spots_x); 586 free (room_free_spots_x);
594 589
595 590
596/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
597 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
598 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
599void 594static void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{ 596{
602 int x, y; 597 int x, y;
603 int i; 598 int i;
604 599
609 { 604 {
610 int lx, ly, sindex; 605 int lx, ly, sindex;
611 606
612 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
613 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
614 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
615 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
617 { 612 {
618 *cx = lx; 613 *cx = lx;
619 *cy = ly; 614 *cy = ly;
627 { 622 {
628 int lx, ly, sindex; 623 int lx, ly, sindex;
629 624
630 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
631 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
632 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
633 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
634 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
635 { 630 {
636 *cx = lx; 631 *cx = lx;
637 *cy = ly; 632 *cy = ly;
644 { 639 {
645 int lx, ly, sindex; 640 int lx, ly, sindex;
646 641
647 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
648 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
649 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
650 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
651 if (sindex) 646 if (sindex)
652 { 647 {
653 *cx = lx; 648 *cx = lx;
654 *cy = ly; 649 *cy = ly;
655 return; 650 return;
656 } 651 }
657 } 652 }
658 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
660 655
661 if (i != -1) 656 if (i != -1)
662 { 657 {
663 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
664 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
669 *cx = -1; 664 *cx = -1;
670 *cy = -1; 665 *cy = -1;
671 } 666 }
672} 667}
673 668
674void 669static void
675remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
676{ 671{
677 object *tmp;
678
679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
681 { 673 {
682 if (tmp->head) 674 object *next = tmp->above;
683 tmp = tmp->head; 675
684 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
685 tmp->destroy (); 677 tmp->head_ ()->destroy ();
686 tmp = GET_MAP_OB (map, x, y); 678
687 if (tmp == NULL) 679 tmp = next;
688 break;
689 }; 680 }
690} 681}
691 682
692/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
695object ** 686static object **
696surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
697{ 688{
698 int i; 689 int i;
699 const char *doors[2]; 690 const char *doors[2];
700 object **doorlist; 691 object **doorlist;
701 int ndoors_made = 0; 692 int ndoors_made = 0;
716 /* place doors in all the 8 adjacent unblocked squares. */ 707 /* place doors in all the 8 adjacent unblocked squares. */
717 for (i = 1; i < 9; i++) 708 for (i = 1; i < 9; i++)
718 { 709 {
719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
720 711
721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 712 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
722 { /* place a door */ 713 { /* place a door */
723 remove_monsters (x1, y1, map); 714 remove_monsters (x1, y1, map);
724 715
725 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
726 map->insert (new_door, x1, y1); 717 map->insert (new_door, x1, y1);
730 } 721 }
731 722
732 return doorlist; 723 return doorlist;
733} 724}
734 725
735
736/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
737object * 727static object *
738door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
739{ 729{
740 object *tmp;
741
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 732 return tmp;
733
745 return NULL; 734 return NULL;
746} 735}
747 736
748/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
749void 738static void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 740{
752 int i, j; 741 int i, j;
753 object *door; 742 object *door;
754 743
755 /* bounds check x and y */ 744 /* bounds check x and y */
756 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
757 return; 746 return;
758 747
759 /* if the square is blocked or searched already, leave */ 748 /* if the square is blocked or searched already, leave */
760 if (layout[x][y] == 1) 749 if (maze[x][y] == 1)
761 return; 750 return;
762 751
763 /* check off this point */ 752 /* check off this point */
764 if (layout[x][y] == '#') 753 if (maze[x][y] == '#')
765 { /* there could be a door here */ 754 { /* there could be a door here */
766 layout[x][y] = 1; 755 maze[x][y] = 1;
767 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
768 if (door) 757 if (door)
769 { 758 {
770 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
771 760
778 *ndoors = *ndoors + 1; 767 *ndoors = *ndoors + 1;
779 } 768 }
780 } 769 }
781 else 770 else
782 { 771 {
783 layout[x][y] = 1; 772 maze[x][y] = 1;
784 773
785 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 find_doors_in_room_recursive (layout, map, 776 find_doors_in_room_recursive (maze, map,
788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
790 } 779 }
791} 780}
792 781
793/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
794object ** 783static object **
795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 785{
797 int i, j; 786 int i, j;
798 int ndoors = 0; 787 int ndoors = 0;
799 788
800 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
801 790
802 LayoutData layout2 (RP->Xsize, RP->Ysize); 791 layout layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear (); 792 layout2.clear ();
804 793
805 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the maze, converting C to 0. */
806 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
807 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
809 798
810 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
813 return doorlist; 802 return doorlist;
814} 803}
815 804
816/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
817 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
818void 807static void
819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
820{ 809{
821 object *door; 810 object *door;
822 int i; 811 int i;
823 812
824 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
825 814
826 if (opts & DOORED) 815 if (opts & DOORED)
827 { 816 {
828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
829 { 818 {
830 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
831 820
832 door = doorlist[i]; 821 door = doorlist[i];
833 new_door->face = door->face; 822 new_door->face = door->face;
834 new_door->x = door->x; 823 new_door->x = door->x;
835 new_door->y = door->y; 824 new_door->y = door->y;
836 door->remove ();
837 door->destroy (); 825 door->destroy ();
838 doorlist[i] = new_door; 826 doorlist[i] = new_door;
839 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860 848
861 door->face = wallface->face; 849 door->face = wallface->face;
862 850
863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
864 wallface->remove ();
865
866 wallface->destroy (); 851 wallface->destroy ();
867 } 852 }
868 } 853 }
869 } 854 }
870} 855}

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