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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 1.30 by root, Sun Jul 1 05:00:19 2007 UTC

1
2/* 1/*
3 * static char *rcsid_treasure_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: treasure.C,v 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6 23
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. */ 24/* placing treasure in maps, where appropriate. */
31
32
33 25
34#include <global.h> 26#include <global.h>
35#include <random_map.h> 27#include <random_map.h>
36#include <rproto.h> 28#include <rproto.h>
37 29
48#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 */
49 41
50#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
51#define PASS_DOORS 1 43#define PASS_DOORS 1
52 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}
53 52
54/* 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
55 * and doors but not monsters. 54 * and doors but not monsters.
56 * This function is not map tile aware. 55 * This function is not map tile aware.
57 */ 56 */
58
59int 57int
60wall_blocked (mapstruct *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
61{ 59{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 61 return 1;
62
63 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 65}
69 66
70/* place treasures in the map, given the 67/* place treasures in the map, given the
71map, (required) 68map, (required)
72layout, (required) 69layout, (required)
73treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
74treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
75*/ 72*/
76
77void 73void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 75{
80 char styledirname[256]; 76 char styledirname[1024];
81 char stylefilepath[256]; 77 char stylefilepath[1024];
82 mapstruct *style_map = 0; 78 maptile *style_map = 0;
83 int num_treasures; 79 int num_treasures;
84 80
85 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 82 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
88 return; 84 return;
85
89 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
91 88
92 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 91 {
95 if (RANDOM () % 2) 92 if (rndm (2))
96 treasureoptions -= 1; 93 treasureoptions -= 1;
97 else 94 else
98 treasureoptions -= 2; 95 treasureoptions -= 2;
99 } 96 }
100 97
101 /* pick the number of treasures */ 98 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
103 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);
104 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
105 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);
106 else 103 else
107 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);
108 105
109 if (num_treasures <= 0) 106 if (num_treasures <= 0)
110 return; 107 return;
111 108
112 /* get the style map */ 109 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
116 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
117 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
119 { 122 {
120 123
121 /* map_layout_style global, and is previously set */ 124 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 125 switch (RP->map_layout_style)
123 { 126 {
124 case ONION_LAYOUT: 127 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 128 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 129 case LAYOUT_SQUARE_SPIRAL:
127 { 130 {
128 int i, j; 131 int i, j;
129 132
130 /* search the onion for C's or '>', and put treasure there. */ 133 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 134 for (i = 0; i < RP->Xsize; i++)
132 { 135 {
133 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
134 { 137 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 139 {
137 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
138 object **doorlist; 141 object **doorlist;
139 object *chest; 142 object *chest;
140 143
141 if (tdiv == 3) 144 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 145 tdiv = 2; /* this symmetry uses a divisor of 2 */
143 /* don't put a chest on an exit. */ 146 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 147 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
145 if (!chest) 148 if (!chest)
146 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
147 if (treasureoptions & (DOORED | HIDDEN)) 150 if (treasureoptions & (DOORED | HIDDEN))
148 { 151 {
149 doorlist = find_doors_in_room (map, i, j, RP); 152 doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 153 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 154 free (doorlist);
152 } 155 }
153 } 156 }
154 } 157 }
155 } 158 }
156 break; 159 break;
157 } 160 }
158 default: 161 default:
159 { 162 {
160 int i, j, tries; 163 int i, j, tries;
161 object *chest; 164 object *chest;
162 object **doorlist; 165 object **doorlist;
163 166
164 i = j = -1; 167 i = j = -1;
165 tries = 0; 168 tries = 0;
166 while (i == -1 && tries < 100) 169 while (i == -1 && tries < 100)
167 { 170 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 171 i = rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 172 j = rndm (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 173 find_enclosed_spot (map, &i, &j, RP);
171 if (wall_blocked (map, i, j)) 174 if (wall_blocked (map, i, j))
172 i = -1; 175 i = -1;
173 tries++; 176 tries++;
174 } 177 }
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 178 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
176 if (!chest) 179 if (!chest)
177 return; 180 return;
178 i = chest->x; 181 i = chest->x;
179 j = chest->y; 182 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 183 if (treasureoptions & (DOORED | HIDDEN))
181 { 184 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 186 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 187 free (doorlist);
185 } 188 }
186 } 189 }
187 } 190 }
188 } 191 }
189 else 192 else
190 { /* DIFFUSE treasure layout */ 193 { /* DIFFUSE treasure layout */
191 int ti, i, j; 194 int ti, i, j;
192 195
193 for (ti = 0; ti < num_treasures; ti++) 196 for (ti = 0; ti < num_treasures; ti++)
194 { 197 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 198 i = rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 199 j = rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 201 }
199 } 202 }
200} 203}
201
202
203 204
204/* put a chest into the map, near x and y, with the treasure style 205/* 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, 206 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 */ 207 if the global variable "treasurestyle" is set to that treasure list's name */
207 208
208object * 209object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 210place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 211{
211 object *the_chest; 212 object *the_chest;
212 int i, xl, yl; 213 int i, xl, yl;
213 214
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 215 the_chest = get_archetype ("chest"); /* was "chest_2" */
215 216
216 /* first, find a place to put the chest. */ 217 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 218 i = find_first_free_spot (the_chest, map, x, y);
218 if (i == -1) 219 if (i == -1)
219 { 220 {
220 free_object (the_chest); 221 the_chest->destroy ();
221 return NULL; 222 return NULL;
222 } 223 }
224
223 xl = x + freearr_x[i]; 225 xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 226 yl = y + freearr_y[i];
225 227
226 /* if the placement is blocked, return a fail. */ 228 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 229 if (wall_blocked (map, xl, yl))
228 return 0; 230 return 0;
229
230 231
231 /* put the treasures in the chest. */ 232 /* put the treasures in the chest. */
232 /* if(style_map) { */ 233 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 234#if 0 /* don't use treasure style maps for now! */
234 int ti; 235 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 239
239 if (tlist != NULL) 240 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 241 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 242 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 243 object *new_treasure = style_map->pick_random_object ();
243 244
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 } 246 }
246 else 247 else
247 { /* use the style map */ 248 { /* use the style map */
248 the_chest->randomitems = tlist; 249 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
250 } 251 }
251#endif 252#endif
252 else
253 { /* neither style_map no treasure list given */ 253 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 254 treasurelist *tlist = treasurelist::find ("chest");
255 255
256 the_chest->randomitems = tlist; 256 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
258 } 258 }
259 259
260 /* stick a trap in the chest if required */ 260 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 261 if (treasureoptions & TRAPPED)
262 { 262 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap; 264 object *the_trap;
265 265
266 if (trap_map) 266 if (trap_map)
267 { 267 {
268 the_trap = pick_random_object (trap_map); 268 the_trap = trap_map->pick_random_object ();
269 the_trap->stats.Cha = 10 + RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
271 if (the_trap) 271 if (the_trap)
272 { 272 {
273 object *new_trap; 273 object *new_trap;
274 274
275 new_trap = arch_to_object (the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap); 276 new_trap->copy_to (the_trap);
277 new_trap->x = x; 277 new_trap->x = x;
278 new_trap->y = y; 278 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 279 insert_ob_in_ob (new_trap, the_chest);
280 } 280 }
281 } 281 }
282 } 282 }
283 283
284 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 285 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 286 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 288 {
290 char keybuf[256]; 289 char keybuf[1024];
291 290
292 sprintf (keybuf, "%d", (int) RANDOM ()); 291 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
295 } 294 }
296 295
297 /* actually place the chest. */ 296 /* actually place the chest. */
303 302
304 303
305/* finds the closest monster and returns him, regardless of doors 304/* finds the closest monster and returns him, regardless of doors
306 or walls */ 305 or walls */
307object * 306object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 307find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 308{
310 int i; 309 int i;
311 310
312 for (i = 0; i < SIZEOFFREE; i++) 311 for (i = 0; i < SIZEOFFREE; i++)
313 { 312 {
318 /* boundscheck */ 317 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 318 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */ 319 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 320 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 321 {
323 object *the_monster = get_map_ob (map, lx, ly); 322 object *the_monster = GET_MAP_OB (map, lx, ly);
324 323
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 324 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)) 325 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 326 return the_monster;
328 } 327 }
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341 340
342 The idea is that you call keyplace on x,y where a door is, and it'll make 341 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. 342 sure a key is placed on both sides of the door.
344*/ 343*/
345
346int 344int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
348{ 346{
349 int i, j; 347 int i, j;
350 int kx, ky; 348 int kx = 0, ky = 0;
351 object *the_keymaster; /* the monster that gets the key. */ 349 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key; 350 object *the_key;
353 351
354 /* get a key and set its keycode */ 352 /* get a key and set its keycode */
355 the_key = get_archetype ("key2"); 353 the_key = get_archetype ("key2");
357 355
358 if (door_flag == PASS_DOORS) 356 if (door_flag == PASS_DOORS)
359 { 357 {
360 int tries = 0; 358 int tries = 0;
361 359
362 the_keymaster = NULL; 360 the_keymaster = 0;
363 while (tries < 15 && the_keymaster == NULL) 361 while (tries < 15 && !the_keymaster)
364 { 362 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1; 363 i = rndm (RP->Xsize - 2) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1; 364 j = rndm (RP->Ysize - 2) + 1;
367 tries++; 365 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
369 } 367 }
368
370 /* if we don't find a good keymaster, drop the key on the ground. */ 369 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL) 370 if (!the_keymaster)
372 { 371 {
373 int freeindex; 372 int freeindex;
374 373
375 freeindex = -1; 374 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++) 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 { 376 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 377 kx = rndm (RP->Xsize - 2) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 378 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky); 379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 } 380 }
381
382 // can freeindex ever be < 0?
382 if (freeindex != -1) 383 if (freeindex >= 0)
383 { 384 {
384 kx += freearr_x[freeindex]; 385 kx += freearr_x [freeindex];
385 ky += freearr_y[freeindex]; 386 ky += freearr_y [freeindex];
386 } 387 }
387 } 388 }
388 } 389 }
389 else 390 else
390 { /* NO_PASS_DOORS --we have to work harder. */ 391 { /* NO_PASS_DOORS --we have to work harder. */
392 NO_PASS_DOORS is set. */ 393 NO_PASS_DOORS is set. */
393 if (n_keys == 1) 394 if (n_keys == 1)
394 { 395 {
395 if (wall_blocked (map, x, y)) 396 if (wall_blocked (map, x, y))
396 return 0; 397 return 0;
398
397 the_keymaster = find_monster_in_room (map, x, y, RP); 399 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP); 401 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 } 402 }
401 else 403 else
402 { 404 {
403 int sum = 0; /* count how many keys we actually place */ 405 int sum = 0; /* count how many keys we actually place */
405 /* I'm lazy, so just try to place in all 4 directions. */ 407 /* 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); 408 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); 409 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); 410 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); 411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */ 414 { /* diagonally this time. */
412 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);
413 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);
414 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);
415 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);
416 } 419 }
420
417 return 1; 421 return 1;
418 } 422 }
419 } 423 }
420 424
421 if (the_keymaster == NULL) 425 if (!the_keymaster)
422 { 426 {
423 the_key->x = kx; 427 the_key->x = kx;
424 the_key->y = ky; 428 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0); 429 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1; 430 return 1;
438 442
439/* a recursive routine which will return a monster, eventually,if there is one. 443/* 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 */ 444 it does a check-off on the layout, converting 0's to 1's */
441 445
442object * 446object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 447find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
444{ 448{
445 int i, j; 449 int i, j;
446 450
447 /* if we've found a monster already, leave */ 451 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 452 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 463 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 464 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 465 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 466 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 467 {
464 object *the_monster = get_map_ob (map, x, y); 468 object *the_monster = GET_MAP_OB (map, x, y);
465 469
466 /* check off this point */ 470 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 471 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)) 472 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 473 {
471 return theMonsterToFind; 475 return theMonsterToFind;
472 } 476 }
473 } 477 }
474 478
475 /* now search all the 8 squares around recursively for a monster,in random order */ 479 /* 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++) 480 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 { 481 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 482 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) 483 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 484 return theMonsterToFind;
481 } 485 }
485 489
486/* sets up some data structures: the _recursive form does the 490/* sets up some data structures: the _recursive form does the
487 real work. */ 491 real work. */
488 492
489object * 493object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 495{
492 char **layout2; 496 char **layout2;
493 int i, j; 497 int i, j;
494 498
495 theMonsterToFind = 0; 499 theMonsterToFind = 0;
514 free (layout2); 518 free (layout2);
515 519
516 return theMonsterToFind; 520 return theMonsterToFind;
517} 521}
518 522
519
520
521
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 524int *room_free_spots_x;
524int *room_free_spots_y; 525int *room_free_spots_y;
525int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
526 527
527/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 530that datastructure. */
530
531void 531void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 533{
534 int i, j; 534 int i, j;
535 535
536 /* bounds check x and y */ 536 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 546 /* check off this point */
547 layout[x][y] = 1; 547 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
551 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* 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++) 553 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); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 555
557} 556}
558 557
559/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
560void 559void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 561{
563 char **layout2; 562 char **layout2;
564 int i, j; 563 int i, j;
565 564
566 number_of_free_spots_in_room = 0; 565 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
573 { 572 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
579 }
580 } 577 }
581 578
582 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
584 581
585 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
586 { 583 {
587 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
590 } 587 }
591 588
592 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 591 free (layout2[i]);
596 } 592
597 free (layout2); 593 free (layout2);
598 free (room_free_spots_x); 594 free (room_free_spots_x);
599 free (room_free_spots_y); 595 free (room_free_spots_y);
600} 596}
601 597
602 598
603/* searches the map for a spot with walls around it. The more 599/* 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 600 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.*/ 601 it'll return 0 if no FREE spots are found.*/
606
607void 602void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 604{
610 int x, y; 605 int x, y;
611 int i; 606 int i;
612 607
613 x = *cx; 608 x = *cx;
662 *cy = ly; 657 *cy = ly;
663 return; 658 return;
664 } 659 }
665 } 660 }
666 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 663
664 if (i != -1)
669 { 665 {
670 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
672 return; 668 }
669 else
673 } 670 {
674 /* indicate failure */ 671 /* indicate failure */
672 *cx = -1;
675 *cx = *cy = -1; 673 *cy = -1;
674 }
676} 675}
677
678 676
679void 677void
680remove_monsters (int x, int y, mapstruct *map) 678remove_monsters (int x, int y, maptile *map)
681{ 679{
682 object *tmp; 680 object *tmp;
683 681
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 684 {
687 if (tmp->head) 685 if (tmp->head)
688 tmp = tmp->head; 686 tmp = tmp->head;
689 remove_ob (tmp); 687 tmp->remove ();
690 free_object (tmp); 688 tmp->destroy ();
691 tmp = get_map_ob (map, x, y); 689 tmp = GET_MAP_OB (map, x, y);
692 if (tmp == NULL) 690 if (tmp == NULL)
693 break; 691 break;
694 }; 692 };
695} 693}
696 694
697
698/* surrounds the point x,y by doors, so as to enclose something, like 695/* 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 696 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
701
702object ** 698object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 700{
705 int i; 701 int i;
706 char *doors[2]; 702 const char *doors[2];
707 object **doorlist; 703 object **doorlist;
708 int ndoors_made = 0; 704 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 706
711 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
723 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
725 { 721 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 723
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 729 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; 730 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 731 ndoors_made++;
738 } 732 }
739 } 733 }
734
740 return doorlist; 735 return doorlist;
741} 736}
742 737
743 738
744/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
745object * 740object *
746door_in_square (mapstruct *map, int x, int y) 741door_in_square (maptile *map, int x, int y)
747{ 742{
748 object *tmp; 743 object *tmp;
749 744
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 747 return tmp;
753 return NULL; 748 return NULL;
754} 749}
755 750
756 751
757/* the workhorse routine, which finds the doors in a room */ 752/* the workhorse routine, which finds the doors in a room */
758void 753void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 755{
761 int i, j; 756 int i, j;
762 object *door; 757 object *door;
763 758
764 /* bounds check x and y */ 759 /* bounds check x and y */
772 /* check off this point */ 767 /* check off this point */
773 if (layout[x][y] == '#') 768 if (layout[x][y] == '#')
774 { /* there could be a door here */ 769 { /* there could be a door here */
775 layout[x][y] = 1; 770 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 771 door = door_in_square (map, x, y);
777 if (door != NULL) 772 if (door)
778 { 773 {
779 doorlist[*ndoors] = door; 774 doorlist[*ndoors] = door;
780 if (*ndoors > 254) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
781 { 776 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 778 return;
784 } 779 }
780
785 *ndoors = *ndoors + 1; 781 *ndoors = *ndoors + 1;
786 } 782 }
787 } 783 }
788 else 784 else
789 { 785 {
790 layout[x][y] = 1; 786 layout[x][y] = 1;
787
791 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* 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++) 789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 790 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); 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 792 doorlist, ndoors, RP);
796 } 793 }
797} 794}
798 795
799/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
800object ** 797object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 799{
803 char **layout2; 800 char **layout2;
804 object **doorlist; 801 object **doorlist;
805 int i, j; 802 int i, j;
806 int ndoors = 0; 803 int ndoors = 0;
807 804
808 doorlist = (object **) calloc (sizeof (int), 256); 805 doorlist = (object **) calloc (sizeof (int), 1024);
809
810 806
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
814 { 810 {
823 /* setup num_free_spots and room_free_spots */ 819 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 821
826 /* deallocate the temp. layout */ 822 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++) 823 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]); 824 free (layout2[i]);
830 } 825
831 free (layout2); 826 free (layout2);
832 return doorlist; 827 return doorlist;
833} 828}
834 829
835 830
836 831
837/* locks and/or hides all the doors in doorlist, or does nothing if 832/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 833 opts doesn't say to lock/hide doors. */
839 834
840void 835void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 837{
843 object *door; 838 object *door;
844 int i; 839 int i;
845 840
846 /* lock the doors and hide the keys. */ 841 /* lock the doors and hide the keys. */
848 if (opts & DOORED) 843 if (opts & DOORED)
849 { 844 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 { 846 {
852 object *new_door = get_archetype ("locked_door1"); 847 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256]; 848 char keybuf[1024];
854 849
855 door = doorlist[i]; 850 door = doorlist[i];
856 new_door->face = door->face; 851 new_door->face = door->face;
857 new_door->x = door->x; 852 new_door->x = door->x;
858 new_door->y = door->y; 853 new_door->y = door->y;
859 remove_ob (door); 854 door->remove ();
860 free_object (door); 855 door->destroy ();
861 doorlist[i] = new_door; 856 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 857 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 858 sprintf (keybuf, "%d", rndm (1000000000));
864 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
866 } 861 }
867 } 862 }
868 863
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
884 door->face = wallface->face; 879 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 880 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface); 881 wallface->remove ();
887 free_object (wallface); 882 wallface->destroy ();
888 } 883 }
889 } 884 }
890 } 885 }
891} 886}

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