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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.28 by root, Mon Apr 16 06:23:42 2007 UTC

1
2/* 1/*
3 * static char *rcsid_treasure_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: treasure.C,v 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
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
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
31
32
33 26
34#include <global.h> 27#include <global.h>
35#include <random_map.h> 28#include <random_map.h>
36#include <rproto.h> 29#include <rproto.h>
37 30
48#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 */
49 42
50#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
51#define PASS_DOORS 1 44#define PASS_DOORS 1
52 45
46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48static int
49bc_random (int x)
50{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3;
52}
53 53
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 54/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 55 * and doors but not monsters.
56 * This function is not map tile aware. 56 * This function is not map tile aware.
57 */ 57 */
58
59int 58int
60wall_blocked (mapstruct *m, int x, int y) 59wall_blocked (maptile *m, int x, int y)
61{ 60{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 61 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 62 return 1;
63
64 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 65 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 66}
69 67
70/* place treasures in the map, given the 68/* place treasures in the map, given the
71map, (required) 69map, (required)
72layout, (required) 70layout, (required)
73treasure style (may be empty or NULL, or "none" to cause no treasure.) 71treasure style (may be empty or NULL, or "none" to cause no treasure.)
74treasureoptions (may be 0 for random choices or positive) 72treasureoptions (may be 0 for random choices or positive)
75*/ 73*/
76
77void 74void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 75place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 76{
80 char styledirname[256]; 77 char styledirname[1024];
81 char stylefilepath[256]; 78 char stylefilepath[1024];
82 mapstruct *style_map = 0; 79 maptile *style_map = 0;
83 int num_treasures; 80 int num_treasures;
84 81
85 /* bail out if treasure isn't wanted. */ 82 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 83 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 84 if (!strcmp (treasure_style, "none"))
88 return; 85 return;
86
89 if (treasureoptions <= 0) 87 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 88 treasureoptions = rndm (2 * LAST_OPTION);
91 89
92 /* filter out the mutually exclusive options */ 90 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 92 {
95 if (RANDOM () % 2) 93 if (rndm (2))
96 treasureoptions -= 1; 94 treasureoptions -= 1;
97 else 95 else
98 treasureoptions -= 2; 96 treasureoptions -= 2;
99 } 97 }
100 98
101 /* pick the number of treasures */ 99 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 100 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 101 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH) 102 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 103 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else 104 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 105 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
108 106
109 if (num_treasures <= 0) 107 if (num_treasures <= 0)
110 return; 108 return;
111 109
112 /* get the style map */ 110 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 111 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1); 113 style_map = find_style (styledirname, treasure_style, -1);
116 114
115 if (!style_map)
116 {
117 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
118 return;
119 }
120
117 /* all the treasure at one spot in the map. */ 121 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 122 if (treasureoptions & CONCENTRATED)
119 { 123 {
120 124
121 /* map_layout_style global, and is previously set */ 125 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 126 switch (RP->map_layout_style)
123 { 127 {
124 case ONION_LAYOUT: 128 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 129 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 130 case LAYOUT_SQUARE_SPIRAL:
127 { 131 {
128 int i, j; 132 int i, j;
129 133
130 /* search the onion for C's or '>', and put treasure there. */ 134 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 135 for (i = 0; i < RP->Xsize; i++)
132 { 136 {
133 for (j = 0; j < RP->Ysize; j++) 137 for (j = 0; j < RP->Ysize; j++)
134 { 138 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 139 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 140 {
137 int tdiv = RP->symmetry_used; 141 int tdiv = RP->symmetry_used;
138 object **doorlist; 142 object **doorlist;
139 object *chest; 143 object *chest;
140 144
141 if (tdiv == 3) 145 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 146 tdiv = 2; /* this symmetry uses a divisor of 2 */
143 /* don't put a chest on an exit. */ 147 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 148 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
145 if (!chest) 149 if (!chest)
146 continue; /* if no chest was placed NEXT */ 150 continue; /* if no chest was placed NEXT */
147 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
148 { 152 {
149 doorlist = find_doors_in_room (map, i, j, RP); 153 doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 155 free (doorlist);
152 } 156 }
153 } 157 }
154 } 158 }
155 } 159 }
156 break; 160 break;
157 } 161 }
158 default: 162 default:
159 { 163 {
160 int i, j, tries; 164 int i, j, tries;
161 object *chest; 165 object *chest;
162 object **doorlist; 166 object **doorlist;
163 167
164 i = j = -1; 168 i = j = -1;
165 tries = 0; 169 tries = 0;
166 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
167 { 171 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
171 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
172 i = -1; 176 i = -1;
173 tries++; 177 tries++;
174 } 178 }
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
176 if (!chest) 180 if (!chest)
177 return; 181 return;
178 i = chest->x; 182 i = chest->x;
179 j = chest->y; 183 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 184 if (treasureoptions & (DOORED | HIDDEN))
181 { 185 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 187 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 188 free (doorlist);
185 } 189 }
186 } 190 }
187 } 191 }
188 } 192 }
189 else 193 else
190 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
191 int ti, i, j; 195 int ti, i, j;
192 196
193 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
194 { 198 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 202 }
199 } 203 }
200} 204}
201
202
203 205
204/* put a chest into the map, near x and y, with the treasure style 206/* put a chest into the map, near x and y, with the treasure style
205 determined (may be null, or may be a treasure list from lib/treasures, 207 determined (may be null, or may be a treasure list from lib/treasures,
206 if the global variable "treasurestyle" is set to that treasure list's name */ 208 if the global variable "treasurestyle" is set to that treasure list's name */
207 209
208object * 210object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 211place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 212{
211 object *the_chest; 213 object *the_chest;
212 int i, xl, yl; 214 int i, xl, yl;
213 215
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 216 the_chest = get_archetype ("chest"); /* was "chest_2" */
215 217
216 /* first, find a place to put the chest. */ 218 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 219 i = find_first_free_spot (the_chest, map, x, y);
218 if (i == -1) 220 if (i == -1)
219 { 221 {
220 free_object (the_chest); 222 the_chest->destroy ();
221 return NULL; 223 return NULL;
222 } 224 }
225
223 xl = x + freearr_x[i]; 226 xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 227 yl = y + freearr_y[i];
225 228
226 /* if the placement is blocked, return a fail. */ 229 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 230 if (wall_blocked (map, xl, yl))
228 return 0; 231 return 0;
229
230 232
231 /* put the treasures in the chest. */ 233 /* put the treasures in the chest. */
232 /* if(style_map) { */ 234 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 235#if 0 /* don't use treasure style maps for now! */
234 int ti; 236 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 240
239 if (tlist != NULL) 241 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 243 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
243 245
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 } 247 }
246 else 248 else
247 { /* use the style map */ 249 { /* use the style map */
248 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
250 } 252 }
251#endif 253#endif
252 else
253 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
255 256
256 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
258 } 259 }
259 260
260 /* stick a trap in the chest if required */ 261 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 262 if (treasureoptions & TRAPPED)
262 { 263 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap; 265 object *the_trap;
265 266
266 if (trap_map) 267 if (trap_map)
267 { 268 {
268 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
269 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
271 if (the_trap) 272 if (the_trap)
272 { 273 {
273 object *new_trap; 274 object *new_trap;
274 275
275 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap); 277 new_trap->copy_to (the_trap);
277 new_trap->x = x; 278 new_trap->x = x;
278 new_trap->y = y; 279 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 280 insert_ob_in_ob (new_trap, the_chest);
280 } 281 }
281 } 282 }
282 } 283 }
283 284
284 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 289 {
290 char keybuf[256]; 290 char keybuf[1024];
291 291
292 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
295 } 295 }
296 296
297 /* actually place the chest. */ 297 /* actually place the chest. */
303 303
304 304
305/* finds the closest monster and returns him, regardless of doors 305/* finds the closest monster and returns him, regardless of doors
306 or walls */ 306 or walls */
307object * 307object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 308find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 309{
310 int i; 310 int i;
311 311
312 for (i = 0; i < SIZEOFFREE; i++) 312 for (i = 0; i < SIZEOFFREE; i++)
313 { 313 {
318 /* boundscheck */ 318 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */ 320 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 322 {
323 object *the_monster = get_map_ob (map, lx, ly); 323 object *the_monster = GET_MAP_OB (map, lx, ly);
324 324
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 327 return the_monster;
328 } 328 }
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341 341
342 The idea is that you call keyplace on x,y where a door is, and it'll make 342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
344*/ 344*/
345
346int 345int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
348{ 347{
349 int i, j; 348 int i, j;
350 int kx, ky; 349 int kx = 0, ky = 0;
351 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key; 351 object *the_key;
353 352
354 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
355 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
357 356
358 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
359 { 358 {
360 int tries = 0; 359 int tries = 0;
361 360
362 the_keymaster = NULL; 361 the_keymaster = 0;
363 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
364 { 363 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
367 tries++; 366 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
369 } 368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL) 371 if (!the_keymaster)
372 { 372 {
373 int freeindex; 373 int freeindex;
374 374
375 freeindex = -1; 375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 { 377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 } 381 }
382
383 // can freeindex ever be < 0?
382 if (freeindex != -1) 384 if (freeindex >= 0)
383 { 385 {
384 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
385 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
386 } 388 }
387 } 389 }
388 } 390 }
389 else 391 else
390 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
392 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
393 if (n_keys == 1) 395 if (n_keys == 1)
394 { 396 {
395 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
396 return 0; 398 return 0;
399
397 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 } 403 }
401 else 404 else
402 { 405 {
403 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
405 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */ 415 { /* diagonally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 } 420 }
421
417 return 1; 422 return 1;
418 } 423 }
419 } 424 }
420 425
421 if (the_keymaster == NULL) 426 if (!the_keymaster)
422 { 427 {
423 the_key->x = kx; 428 the_key->x = kx;
424 the_key->y = ky; 429 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1; 431 return 1;
438 443
439/* a recursive routine which will return a monster, eventually,if there is one. 444/* a recursive routine which will return a monster, eventually,if there is one.
440 it does a check-off on the layout, converting 0's to 1's */ 445 it does a check-off on the layout, converting 0's to 1's */
441 446
442object * 447object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
444{ 449{
445 int i, j; 450 int i, j;
446 451
447 /* if we've found a monster already, leave */ 452 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 453 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 464 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 465 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 466 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 468 {
464 object *the_monster = get_map_ob (map, x, y); 469 object *the_monster = GET_MAP_OB (map, x, y);
465 470
466 /* check off this point */ 471 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 472 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 474 {
471 return theMonsterToFind; 476 return theMonsterToFind;
472 } 477 }
473 } 478 }
474 479
475 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* now search all the 8 squares around recursively for a monster,in random order */
476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 { 482 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
479 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 485 return theMonsterToFind;
481 } 486 }
485 490
486/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
487 real work. */ 492 real work. */
488 493
489object * 494object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 496{
492 char **layout2; 497 char **layout2;
493 int i, j; 498 int i, j;
494 499
495 theMonsterToFind = 0; 500 theMonsterToFind = 0;
514 free (layout2); 519 free (layout2);
515 520
516 return theMonsterToFind; 521 return theMonsterToFind;
517} 522}
518 523
519
520
521
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 525int *room_free_spots_x;
524int *room_free_spots_y; 526int *room_free_spots_y;
525int number_of_free_spots_in_room; 527int number_of_free_spots_in_room;
526 528
527/* the workhorse routine, which finds the free spots in a room: 529/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 530a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 531that datastructure. */
530
531void 532void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 533find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 534{
534 int i, j; 535 int i, j;
535 536
536 /* bounds check x and y */ 537 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 538 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 547 /* check off this point */
547 layout[x][y] = 1; 548 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 549 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 550 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 551 number_of_free_spots_in_room++;
552
551 /* now search all the 8 squares around recursively for free spots,in random order */ 553 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 554 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 {
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 555 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 556
557} 557}
558 558
559/* find a random non-blocked spot in this room to drop a key. */ 559/* find a random non-blocked spot in this room to drop a key. */
560void 560void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 561find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 562{
563 char **layout2; 563 char **layout2;
564 int i, j; 564 int i, j;
565 565
566 number_of_free_spots_in_room = 0; 566 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 571 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 572 for (i = 0; i < RP->Xsize; i++)
573 { 573 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 575 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 576 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 577 layout2[i][j] = '#';
579 }
580 } 578 }
581 579
582 /* setup num_free_spots and room_free_spots */ 580 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 581 find_spot_in_room_recursive (layout2, x, y, RP);
584 582
585 if (number_of_free_spots_in_room > 0) 583 if (number_of_free_spots_in_room > 0)
586 { 584 {
587 i = RANDOM () % number_of_free_spots_in_room; 585 i = rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 586 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 587 *ky = room_free_spots_y[i];
590 } 588 }
591 589
592 /* deallocate the temp. layout */ 590 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 591 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 592 free (layout2[i]);
596 } 593
597 free (layout2); 594 free (layout2);
598 free (room_free_spots_x); 595 free (room_free_spots_x);
599 free (room_free_spots_y); 596 free (room_free_spots_y);
600} 597}
601 598
602 599
603/* searches the map for a spot with walls around it. The more 600/* searches the map for a spot with walls around it. The more
604 walls the better, but it'll settle for 1 wall, or even 0, but 601 walls the better, but it'll settle for 1 wall, or even 0, but
605 it'll return 0 if no FREE spots are found.*/ 602 it'll return 0 if no FREE spots are found.*/
606
607void 603void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 604find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 605{
610 int x, y; 606 int x, y;
611 int i; 607 int i;
612 608
613 x = *cx; 609 x = *cx;
662 *cy = ly; 658 *cy = ly;
663 return; 659 return;
664 } 660 }
665 } 661 }
666 /* give up and return the closest free spot. */ 662 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 663 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 664
665 if (i != -1)
669 { 666 {
670 *cx = x + freearr_x[i]; 667 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 668 *cy = y + freearr_y[i];
672 return; 669 }
670 else
673 } 671 {
674 /* indicate failure */ 672 /* indicate failure */
673 *cx = -1;
675 *cx = *cy = -1; 674 *cy = -1;
675 }
676} 676}
677
678 677
679void 678void
680remove_monsters (int x, int y, mapstruct *map) 679remove_monsters (int x, int y, maptile *map)
681{ 680{
682 object *tmp; 681 object *tmp;
683 682
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 685 {
687 if (tmp->head) 686 if (tmp->head)
688 tmp = tmp->head; 687 tmp = tmp->head;
689 remove_ob (tmp); 688 tmp->remove ();
690 free_object (tmp); 689 tmp->destroy ();
691 tmp = get_map_ob (map, x, y); 690 tmp = GET_MAP_OB (map, x, y);
692 if (tmp == NULL) 691 if (tmp == NULL)
693 break; 692 break;
694 }; 693 };
695} 694}
696 695
697
698/* surrounds the point x,y by doors, so as to enclose something, like 696/* surrounds the point x,y by doors, so as to enclose something, like
699 a chest. It only goes as far as the 8 squares surrounding, and 697 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 698 it'll remove any monsters it finds.*/
701
702object ** 699object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 700surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 701{
705 int i; 702 int i;
706 char *doors[2]; 703 const char *doors[2];
707 object **doorlist; 704 object **doorlist;
708 int ndoors_made = 0; 705 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 706 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 707
711 /* this is a list we pick from, for horizontal and vertical doors */ 708 /* this is a list we pick from, for horizontal and vertical doors */
723 /* place doors in all the 8 adjacent unblocked squares. */ 720 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 721 for (i = 1; i < 9; i++)
725 { 722 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 724
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 726 { /* place a door */
727 remove_monsters (x1, y1, map);
728
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 729 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 730 map->insert (new_door, x1, y1);
732 new_door->x = x + freearr_x[i];
733 new_door->y = y + freearr_y[i];
734 remove_monsters (new_door->x, new_door->y, map);
735 insert_ob_in_map (new_door, map, NULL, 0);
736 doorlist[ndoors_made] = new_door; 731 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 732 ndoors_made++;
738 } 733 }
739 } 734 }
735
740 return doorlist; 736 return doorlist;
741} 737}
742 738
743 739
744/* returns the first door in this square, or NULL if there isn't a door. */ 740/* returns the first door in this square, or NULL if there isn't a door. */
745object * 741object *
746door_in_square (mapstruct *map, int x, int y) 742door_in_square (maptile *map, int x, int y)
747{ 743{
748 object *tmp; 744 object *tmp;
749 745
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 746 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 747 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 748 return tmp;
753 return NULL; 749 return NULL;
754} 750}
755 751
756 752
757/* the workhorse routine, which finds the doors in a room */ 753/* the workhorse routine, which finds the doors in a room */
758void 754void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 755find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 756{
761 int i, j; 757 int i, j;
762 object *door; 758 object *door;
763 759
764 /* bounds check x and y */ 760 /* bounds check x and y */
772 /* check off this point */ 768 /* check off this point */
773 if (layout[x][y] == '#') 769 if (layout[x][y] == '#')
774 { /* there could be a door here */ 770 { /* there could be a door here */
775 layout[x][y] = 1; 771 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 772 door = door_in_square (map, x, y);
777 if (door != NULL) 773 if (door)
778 { 774 {
779 doorlist[*ndoors] = door; 775 doorlist[*ndoors] = door;
780 if (*ndoors > 254) /* eek! out of memory */ 776 if (*ndoors > 1022) /* eek! out of memory */
781 { 777 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 778 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 779 return;
784 } 780 }
781
785 *ndoors = *ndoors + 1; 782 *ndoors = *ndoors + 1;
786 } 783 }
787 } 784 }
788 else 785 else
789 { 786 {
790 layout[x][y] = 1; 787 layout[x][y] = 1;
788
791 /* now search all the 8 squares around recursively for free spots,in random order */ 789 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 791 find_doors_in_room_recursive (layout, map,
794 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 793 doorlist, ndoors, RP);
796 } 794 }
797} 795}
798 796
799/* find a random non-blocked spot in this room to drop a key. */ 797/* find a random non-blocked spot in this room to drop a key. */
800object ** 798object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 800{
803 char **layout2; 801 char **layout2;
804 object **doorlist; 802 object **doorlist;
805 int i, j; 803 int i, j;
806 int ndoors = 0; 804 int ndoors = 0;
807 805
808 doorlist = (object **) calloc (sizeof (int), 256); 806 doorlist = (object **) calloc (sizeof (int), 1024);
809
810 807
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 809 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 810 for (i = 0; i < RP->Xsize; i++)
814 { 811 {
823 /* setup num_free_spots and room_free_spots */ 820 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 822
826 /* deallocate the temp. layout */ 823 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++) 824 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]); 825 free (layout2[i]);
830 } 826
831 free (layout2); 827 free (layout2);
832 return doorlist; 828 return doorlist;
833} 829}
834 830
835 831
836 832
837/* locks and/or hides all the doors in doorlist, or does nothing if 833/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 834 opts doesn't say to lock/hide doors. */
839 835
840void 836void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 838{
843 object *door; 839 object *door;
844 int i; 840 int i;
845 841
846 /* lock the doors and hide the keys. */ 842 /* lock the doors and hide the keys. */
848 if (opts & DOORED) 844 if (opts & DOORED)
849 { 845 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 { 847 {
852 object *new_door = get_archetype ("locked_door1"); 848 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256]; 849 char keybuf[1024];
854 850
855 door = doorlist[i]; 851 door = doorlist[i];
856 new_door->face = door->face; 852 new_door->face = door->face;
857 new_door->x = door->x; 853 new_door->x = door->x;
858 new_door->y = door->y; 854 new_door->y = door->y;
859 remove_ob (door); 855 door->remove ();
860 free_object (door); 856 door->destroy ();
861 doorlist[i] = new_door; 857 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 858 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 859 sprintf (keybuf, "%d", rndm (1000000000));
864 new_door->slaying = keybuf; 860 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
866 } 862 }
867 } 863 }
868 864
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
884 door->face = wallface->face; 880 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 881 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface); 882 wallface->remove ();
887 free_object (wallface); 883 wallface->destroy ();
888 } 884 }
889 } 885 }
890 } 886 }
891} 887}

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