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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: treasure.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
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 <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
30
31
32 25
33#include <global.h> 26#include <global.h>
34#include <random_map.h> 27#include <random_map.h>
35#include <rproto.h> 28#include <rproto.h>
36 29
37/* some defines for various options which can be set. */ 30/* some defines for various options which can be set. */
38 31
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 33#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 34#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 35#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 36#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 37#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 38#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 39#define FILLED 128 /* Fill/tile the entire map with treasure */
47#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 */
48 41
49#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 43#define PASS_DOORS 1
51 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 (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 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;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84 object *the_key = gen_key (keycode);
85
86 if (door_flag == PASS_DOORS)
87 {
88 int tries = 0;
89
90 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster)
92 {
93 i = rmg_rndm (RP->Xsize - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1;
95 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP);
97 }
98
99 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster)
101 {
102 int freeindex;
103
104 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 }
111
112 // can freeindex ever be < 0?
113 if (freeindex >= 0)
114 {
115 kx += freearr_x [freeindex];
116 ky += freearr_y [freeindex];
117 }
118 }
119 }
120 else
121 { /* NO_PASS_DOORS --we have to work harder. */
122 /* don't try to keyplace if we're sitting on a blocked square and
123 NO_PASS_DOORS is set. */
124 if (n_keys == 1)
125 {
126 if (wall_blocked (map, x, y))
127 {
128 the_key->destroy ();
129 return 0;
130 }
131
132 the_keymaster = find_monster_in_room (map, x, y, RP);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP);
135 }
136 else
137 {
138 int sum = 0; /* count how many keys we actually place */
139
140 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
152 }
153
154 the_key->destroy ();
155 return 1;
156 }
157 }
158
159 if (the_keymaster)
160 the_keymaster->head_ ()->insert (the_key);
161 else
162 {
163 the_key->x = kx;
164 the_key->y = ky;
165 insert_ob_in_map (the_key, map, NULL, 0);
166 }
167
168 return 1;
169}
52 170
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 171/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 172 * and doors but not monsters.
55 * This function is not map tile aware. 173 * This function is not map tile aware.
56 */ 174 */
57 175int
58int wall_blocked(mapstruct *m, int x, int y) { 176wall_blocked (maptile *m, int x, int y)
59 int r; 177{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 179 return 1;
180
181 m->at (x, y).update ();
182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 183}
66 184
67/* place treasures in the map, given the 185/* place treasures in the map, given the
68map, (required) 186map, (required)
69layout, (required) 187layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 188treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 189treasureoptions (may be 0 for random choices or positive)
72*/ 190*/
73 191void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 192place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
193{
75 char styledirname[256]; 194 char styledirname[1024];
76 char stylefilepath[256]; 195 char stylefilepath[1024];
77 mapstruct *style_map=0; 196 maptile *style_map = 0;
78 int num_treasures; 197 int num_treasures;
79 198
80 /* bail out if treasure isn't wanted. */ 199 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 200 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 201 if (!strcmp (treasure_style, "none"))
202 return;
203
204 if (treasureoptions <= 0)
205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 206
84 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 209 {
210 if (rmg_rndm (2))
211 treasureoptions -= 1;
212 else
87 else treasureoptions-=2;} 213 treasureoptions -= 2;
214 }
88 215
89 /* pick the number of treasures */ 216 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 218 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 219 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 220 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
221 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 222 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 223
96 if(num_treasures <= 0 ) return; 224 if (num_treasures <= 0)
225 return;
97 226
98 /* get the style map */ 227 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 228 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 230 style_map = find_style (styledirname, treasure_style, -1);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
102 237
103 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 239 if (treasureoptions & CONCENTRATED)
105 240 {
106 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 242 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 243 {
244 case LAYOUT_ONION:
245 case LAYOUT_SPIRAL:
246 case LAYOUT_SQUARE_SPIRAL:
247 {
112 int i,j; 248 int i, j;
249
113 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 251 for (i = 0; i < RP->Xsize; i++)
252 {
115 for(j=0;j<RP->Ysize;j++) { 253 for (j = 0; j < RP->Ysize; j++)
254 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
256 {
117 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
258 object *chest;
259
260 if (tdiv == 3)
261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
263 /* don't put a chest on an exit. */
264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
266 if (!chest)
267 continue; /* if no chest was placed NEXT */
268
269 if (treasureoptions & (DOORED | HIDDEN))
270 {
271 object **doorlist = find_doors_in_room (map, i, j, RP);
272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
273 free (doorlist);
274 }
275 }
276 }
277 }
278 break;
279 }
280
281 default:
282 {
283 int i, j, tries;
284 object *chest;
118 object **doorlist; 285 object **doorlist;
119 object *chest; 286
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 287 i = j = -1;
121 /* don't put a chest on an exit. */ 288 tries = 0;
289 while (i == -1 && tries < 100)
290 {
291 i = rmg_rndm (RP->Xsize - 2) + 1;
292 j = rmg_rndm (RP->Ysize - 2) + 1;
293 find_enclosed_spot (map, &i, &j, RP);
294
295 if (wall_blocked (map, i, j))
296 i = -1;
297
298 tries++;
299 }
300
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 302
303 if (!chest)
304 return;
305
306 i = chest->x;
307 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 308 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 309 {
310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 312 free (doorlist);
128 } 313 }
129 } 314 }
130 } 315 }
316 }
317 else
318 { /* DIFFUSE treasure layout */
319 int ti, i, j;
320
321 for (ti = 0; ti < num_treasures; ti++)
131 } 322 {
132 break; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 324 j = rmg_rndm (RP->Ysize - 2) + 1;
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1;
142 j = RANDOM()%(RP->Ysize-2)+1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 326 }
165 } 327 }
166} 328}
167
168
169 329
170/* 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
171 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,
172 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 */
173 333object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 335{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 337
180 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 340 if (i == -1)
183 free_object(the_chest); 341 {
342 the_chest->destroy ();
184 return NULL; 343 return NULL;
185 } 344 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 345
346 int xl = x + freearr_x[i];
347 int yl = y + freearr_y[i];
187 348
188 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 350 if (wall_blocked (map, xl, yl))
190 351 return 0;
191 352
192 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
193 /* if(style_map) { */ 354 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
195 int ti; 356 int ti;
357
196 /* if treasurestyle lists a treasure list, use it. */ 358 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
360
198 if(tlist!=NULL) 361 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 362 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 367 }
203 else { /* use the style map */ 368 else
369 { /* use the style map */
370 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures;
372 }
373#endif
374 { /* neither style_map no treasure list given */
375 treasurelist *tlist = treasurelist::find ("chest");
376
204 the_chest->randomitems=tlist; 377 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
206 } 379 }
207#endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213 380
214 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 382 if (treasureoptions & TRAPPED)
383 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 385
218 if(trap_map) { 386 if (trap_map)
219 the_trap= pick_random_object(trap_map); 387 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
220 the_trap->stats.Cha = 10+RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
222 if(the_trap) { 393 if (the_trap)
223 object *new_trap; 394 {
224 new_trap = arch_to_object(the_trap->arch); 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 396
226 new_trap->x = x; 397 new_trap->x = x;
227 new_trap->y = y; 398 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
400 }
229 } 401 }
230 }
231 } 402 }
232 403
233 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 406 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
238 char keybuf[256]; 408 {
239 sprintf(keybuf,"%d",(int)RANDOM()); 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 } 411 }
243 412
244 /* actually place the chest. */ 413 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 414 the_chest->x = xl;
415 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 417 return the_chest;
248} 418}
249 419
250 420
251/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors
252 or walls */ 422 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 423object *
424find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
425{
254 int i; 426 int i;
427
255 for(i=0;i<SIZEOFFREE;i++) { 428 for (i = 0; i < SIZEOFFREE; i++)
429 {
256 int lx,ly; 430 int lx, ly;
431
257 lx=x+freearr_x[i]; 432 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 433 ly = y + freearr_y[i];
259 /* boundscheck */ 434 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 435 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 436 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 437 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
438 {
263 object *the_monster=get_map_ob(map,lx,ly); 439 object *the_monster = GET_MAP_OB (map, lx, ly);
440
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 441 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 442 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 443 return the_monster;
444 }
267 } 445 }
268 }
269 return NULL; 446 return NULL;
270} 447}
271
272 448
273
274/* places keys in the map, preferably in something alive.
275 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS.
277 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
278 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280
281 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door.
283*/
284
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) {
286 int i,j;
287 int kx,ky;
288 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key;
290
291 /* get a key and set its keycode */
292 the_key = get_archetype("key2");
293 the_key->slaying = add_string(keycode);
294
295
296 if(door_flag==PASS_DOORS) {
297 int tries=0;
298 the_keymaster=NULL;
299 while(tries<15&&the_keymaster==NULL) {
300 i = (RANDOM()%(RP->Xsize-2))+1;
301 j = (RANDOM()%(RP->Ysize-2))+1;
302 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP);
304 }
305 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) {
307 int freeindex;
308
309 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) {
311 kx = (RANDOM()%(RP->Xsize-2))+1;
312 ky = (RANDOM()%(RP->Ysize-2))+1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky);
314 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 }
319 }
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/
322 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */
324 if(n_keys==1) {
325 if(wall_blocked(map,x,y)) return 0;
326 the_keymaster=find_monster_in_room(map,x,y,RP);
327 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP);
329 }
330 else {
331 int sum=0; /* count how many keys we actually place */
332 /* I'm lazy, so just try to place in all 4 directions. */
333 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP);
334 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP);
335 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP);
336 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP);
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */
338 { /* diagnoally this time. */
339 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP);
340 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP);
341 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP);
342 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP);
343 }
344 return 1;
345 }
346 }
347
348 if(the_keymaster==NULL) {
349 the_key->x = kx;
350 the_key->y = ky;
351 insert_ob_in_map(the_key,map,NULL,0);
352 return 1;
353 }
354
355 insert_ob_in_ob(the_key,the_keymaster);
356 return 1;
357}
358
359
360
361/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
362 450
363object *theMonsterToFind; 451object *theMonsterToFind;
364 452
365/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
366 it does a check-off on the layout, converting 0's to 1's */ 454 it does a check-off on the layout, converting 0's to 1's */
367 455
456object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 457find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
458{
369 int i,j; 459 int i, j;
460
370 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 462 if (theMonsterToFind != NULL)
463 return theMonsterToFind;
372 464
373 /* bounds check x and y */ 465 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 466 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
467 return theMonsterToFind;
375 468
376 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
470 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 471 return theMonsterToFind; /* might be NULL, that's fine. */
378 472
379 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
381 layout[x][y]=1; 475 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
477 {
383 object *the_monster = get_map_ob(map,x,y); 478 object *the_monster = GET_MAP_OB (map, x, y);
479
384 /* check off this point */ 480 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 481 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 482 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
483 {
387 theMonsterToFind=the_monster; 484 theMonsterToFind = the_monster;
388 return theMonsterToFind; 485 return theMonsterToFind;
389 } 486 }
390 } 487 }
391 488
392 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
393 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
491 {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 492 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 493 if (theMonsterToFind != NULL)
494 return theMonsterToFind;
396 } 495 }
496
397 return theMonsterToFind; 497 return theMonsterToFind;
398} 498}
399
400 499
401/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
402 real work. */ 501 real work. */
502object *
503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
504{
505 Layout layout2 (RP);
403 506
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 507 layout2->clear ();
405 char **layout2; 508
406 int i,j;
407 theMonsterToFind=0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 509 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 510 for (int i = 0; i < layout2->w; i++)
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 511 for (int j = 0; j < layout2->h; j++)
412 for(j=0;j<RP->Ysize;j++) { 512 if (wall_blocked (map, i, j))
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 513 layout2[i][j] = '#';
414 } 514
415 } 515 theMonsterToFind = 0;
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 517
418 /* deallocate the temp. layout */ 518 layout2.free ();
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423 519
424 return theMonsterToFind; 520 return theMonsterToFind;
425} 521}
426
427 522
428
429
430/* 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 */
431int *room_free_spots_x; 524int *room_free_spots_x;
432int *room_free_spots_y; 525int *room_free_spots_y;
433int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
434 527
435/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
436a 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
437that datastructure. */ 530that datastructure. */
438 531void
439void find_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{
440 int i,j; 534 int i, j;
441 535
442 /* bounds check x and y */ 536 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
538 return;
444 539
445 /* if the square is blocked or searched already, leave */ 540 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 541 if (layout[x][y] != 0)
542 return;
447 543
448 /* set the current square as checked, and add it to the list. 544 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 545 set theMonsterToFind and return it. */
450 /* check off this point */ 546 /* check off this point */
451 layout[x][y]=1; 547 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
455 /* 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 */
456 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 553 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
457 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);
458 }
459 555
460} 556}
461 557
462/* 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. */
559void
463void find_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)
561{
464 char **layout2; 562 char **layout2;
465 int i,j; 563 int i, j;
564
466 number_of_free_spots_in_room=0; 565 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 566 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 567 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 568
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 571 for (i = 0; i < RP->Xsize; i++)
572 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 574 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 575 if (wall_blocked (map, i, j))
476 } 576 layout2[i][j] = '#';
477 } 577 }
478 578
479 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
481 581
482 if(number_of_free_spots_in_room > 0) { 582 if (number_of_free_spots_in_room > 0)
583 {
483 i = RANDOM()%number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
486 } 587 }
487 588
488 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 590 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 591 free (layout2[i]);
491 } 592
492 free(layout2); 593 free (layout2);
493 free(room_free_spots_x); 594 free (room_free_spots_x);
494 free(room_free_spots_y); 595 free (room_free_spots_y);
495} 596}
496 597
497 598
498/* 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
499 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
500 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
501 602void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{
503 int x,y; 605 int x, y;
504 int i; 606 int i;
607
505 x = *cx;y=*cy; 608 x = *cx;
609 y = *cy;
506 610
507 for(i=0;i<=SIZEOFFREE1;i++) { 611 for (i = 0; i <= SIZEOFFREE1; i++)
612 {
508 int lx,ly,sindex; 613 int lx, ly, sindex;
614
509 lx = x +freearr_x[i]; 615 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 616 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 617 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 618 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 620 {
621 *cx = lx;
622 *cy = ly;
515 return; 623 return;
516 } 624 }
517 } 625 }
518 626
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 627 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 628 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 629 for (i = 0; i <= SIZEOFFREE1; i++)
630 {
522 int lx,ly,sindex; 631 int lx, ly, sindex;
632
523 lx = x +freearr_x[i]; 633 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 634 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 635 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 636 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 638 {
639 *cx = lx;
640 *cy = ly;
529 return; 641 return;
530 } 642 }
531 } 643 }
532 644
533 /* settle for one surround point */ 645 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 646 for (i = 0; i <= SIZEOFFREE1; i++)
647 {
535 int lx,ly,sindex; 648 int lx, ly, sindex;
649
536 lx = x +freearr_x[i]; 650 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 651 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 652 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 653 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 654 if (sindex)
541 *cx= lx;*cy= ly; 655 {
656 *cx = lx;
657 *cy = ly;
542 return; 658 return;
543 } 659 }
544 } 660 }
545 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 663
664 if (i != -1)
665 {
548 *cx = x +freearr_x[i]; 666 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 667 *cy = y + freearr_y[i];
668 }
669 else
670 {
671 /* indicate failure */
672 *cx = -1;
673 *cy = -1;
674 }
675}
676
677void
678remove_monsters (int x, int y, maptile *map)
679{
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 {
685 if (tmp->head)
686 tmp = tmp->head;
687 tmp->remove ();
688 tmp->destroy ();
689 tmp = GET_MAP_OB (map, x, y);
690 if (tmp == NULL)
691 break;
692 };
693}
694
695/* surrounds the point x,y by doors, so as to enclose something, like
696 a chest. It only goes as far as the 8 squares surrounding, and
697 it'll remove any monsters it finds.*/
698object **
699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
700{
701 int i;
702 const char *doors[2];
703 object **doorlist;
704 int ndoors_made = 0;
705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
706
707 /* this is a list we pick from, for horizontal and vertical doors */
708 if (opts & DOORED)
709 {
710 doors[0] = "locked_door2";
711 doors[1] = "locked_door1";
712 }
713 else
714 {
715 doors[0] = "door_1";
716 doors[1] = "door_2";
717 }
718
719 /* place doors in all the 8 adjacent unblocked squares. */
720 for (i = 1; i < 9; i++)
721 {
722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
723
724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
729 map->insert (new_door, x1, y1);
730 doorlist[ndoors_made] = new_door;
731 ndoors_made++;
732 }
733 }
734
735 return doorlist;
736}
737
738
739/* returns the first door in this square, or NULL if there isn't a door. */
740object *
741door_in_square (maptile *map, int x, int y)
742{
743 object *tmp;
744
745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp;
748 return NULL;
749}
750
751/* the workhorse routine, which finds the doors in a room */
752void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{
755 int i, j;
756 object *door;
757
758 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
550 return; 760 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 761
762 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1)
764 return;
556 765
557void remove_monsters(int x,int y,mapstruct *map) { 766 /* check off this point */
558 object *tmp; 767 if (layout[x][y] == '#')
768 { /* there could be a door here */
769 layout[x][y] = 1;
770 door = door_in_square (map, x, y);
771 if (door)
772 {
773 doorlist[*ndoors] = door;
559 774
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 775 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 776 {
562 if(tmp->head) tmp=tmp->head; 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 778 return;
564 free_object(tmp); 779 }
565 tmp=get_map_ob(map,x,y); 780
566 if(tmp==NULL) break; 781 *ndoors = *ndoors + 1;
782 }
567 }; 783 }
568}
569
570
571/* surrounds the point x,y by doors, so as to enclose something, like
572 a chest. It only goes as far as the 8 squares surrounding, and
573 it'll remove any monsters it finds.*/
574
575object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) {
576 int i;
577 char *doors[2];
578 object **doorlist;
579 int ndoors_made=0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */
581
582 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) {
584 doors[0]="locked_door2";
585 doors[1]="locked_door1";
586 }
587 else { 784 else
588 doors[0]="door_1";
589 doors[1]="door_2";
590 }
591
592 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i];
595 785 {
596 if(!wall_blocked(map,x1,y1) 786 layout[x][y] = 1;
597 || layout[x1][y1]=='>') {/* place a door */ 787
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 788 /* now search all the 8 squares around recursively for free spots,in random order */
599 new_door->x = x + freearr_x[i]; 789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
600 new_door->y = y + freearr_y[i]; 790 find_doors_in_room_recursive (layout, map,
601 remove_monsters(new_door->x,new_door->y,map); 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
602 insert_ob_in_map(new_door,map,NULL,0); 792 doorlist, ndoors, RP);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 } 793 }
794}
795
796/* find a random non-blocked spot in this room to drop a key. */
797object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{
800 int i, j;
801 int ndoors = 0;
802
803 object **doorlist = (object **)calloc (sizeof (int), 1024);
804
805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
807
808 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++)
810 for (j = 0; j < RP->Ysize; j++)
811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812
813 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
815
607 return doorlist; 816 return doorlist;
608} 817}
609 818
610
611/* returns the first door in this square, or NULL if there isn't a door. */
612object *door_in_square(mapstruct *map,int x,int y) {
613 object *tmp;
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp;
616 return NULL;
617}
618
619
620/* the workhorse routine, which finds the doors in a room */
621void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) {
622 int i,j;
623 object *door;
624
625 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return;
627
628 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return;
630
631 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */
633 layout[x][y]=1;
634 door=door_in_square(map,x,y);
635 if(door!=NULL) {
636 doorlist[*ndoors]=door;
637 if(*ndoors>254) /* eek! out of memory */
638 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return;
641 }
642 *ndoors=*ndoors+1;
643 }
644 }
645 else {
646 layout[x][y]=1;
647 /* now search all the 8 squares around recursively for free spots,in random order */
648 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) {
649 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP);
650 }
651 }
652}
653
654/* find a random non-blocked spot in this room to drop a key. */
655object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) {
656 char **layout2;
657 object **doorlist;
658 int i,j;
659 int ndoors=0;
660
661 doorlist = (object **)calloc(sizeof(int),256);
662
663
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) {
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) {
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
670 }
671 }
672
673 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP);
675
676 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) {
678 free(layout2[i]);
679 }
680 free(layout2);
681 return doorlist;
682}
683
684
685
686/* locks and/or hides all the doors in doorlist, or does nothing if 819/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
688 821void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{
690 object *door; 824 object *door;
691 int i; 825 int i;
826
692 /* lock the doors and hide the keys. */ 827 /* lock the doors and hide the keys. */
693 828
694 if(opts & DOORED) { 829 if (opts & DOORED)
830 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
832 {
696 object *new_door=get_archetype("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 834
698 door=doorlist[i]; 835 door = doorlist[i];
699 new_door->face = door->face; 836 new_door->face = door->face;
700 new_door->x = door->x; 837 new_door->x = door->x;
701 new_door->y = door->y; 838 new_door->y = door->y;
702 remove_ob(door); 839 door->remove ();
703 free_object(door); 840 door->destroy ();
704 doorlist[i]=new_door; 841 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 842 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
707 new_door->slaying = add_string(keybuf);
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
709 } 845 }
710 } 846 }
711 847
712 /* change the faces of the doors and surrounding walls to hide them. */ 848 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 849 if (opts & HIDDEN)
850 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 851 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
852 {
715 object *wallface; 853 object *wallface;
854
716 door=doorlist[i]; 855 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 856 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 857 if (wallface != NULL)
858 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
723 door->face = wallface->face; 864 door->face = wallface->face;
865
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
725 free_object(wallface); 867 wallface->remove ();
868
869 wallface->destroy ();
870 }
726 } 871 }
727 }
728 } 872 }
729} 873}

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