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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.44 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.57 by root, Fri Jul 2 15:03:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
98 freeindex = -1; 109 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 { 111 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 } 115 }
105 116
106 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
107 if (freeindex >= 0) 118 if (freeindex >= 0)
108 { 119 {
176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
177} 188}
178 189
179/* place treasures in the map, given the 190/* place treasures in the map, given the
180map, (required) 191map, (required)
181layout, (required) 192maze, (required)
182treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
183treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
184*/ 195*/
185void 196void
186place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
187{ 198{
188 char styledirname[1024];
189 char stylefilepath[1024];
190 maptile *style_map = 0;
191 int num_treasures; 199 int num_treasures;
192 200
193 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
194 if (treasure_style) 202 if (treasure_style)
195 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
217 225
218 if (num_treasures <= 0) 226 if (num_treasures <= 0)
219 return; 227 return;
220 228
221 /* get the style map */ 229 /* get the style map */
222 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
224 style_map = find_style (styledirname, treasure_style, -1);
225 231
226 if (!style_map) 232 if (!style_map)
227 { 233 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
229 return; 235 return;
230 } 236 }
231 237
232 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
233 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
244 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
245 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
246 { 252 {
247 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
248 { 254 {
249 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
250 { 256 {
251 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
252 object *chest; 258 object *chest;
253 259
254 if (tdiv == 3) 260 if (tdiv == 3)
299 305
300 i = chest->x; 306 i = chest->x;
301 j = chest->y; 307 j = chest->y;
302 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
303 { 309 {
304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
305 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
306 free (doorlist); 312 free (doorlist);
307 } 313 }
308 } 314 }
309 } 315 }
310 } 316 }
311 else 317 else
312 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
313 int ti, i, j; 319 int ti, i, j;
314 320
315 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
316 { 322 {
317 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
322} 328}
323 329
324/* 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
325 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,
326 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 */
327object * 333static object *
328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
329{ 335{
330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
331 337
332 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
355 if (tlist != NULL) 361 if (tlist != NULL)
356 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
357 { /* use the treasure list */ 363 { /* use the treasure list */
358 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
359 365
360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
361 } 367 }
362 else 368 else
363 { /* use the style map */ 369 { /* use the style map */
364 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
365 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
373 } 379 }
374 380
375 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
376 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
377 { 383 {
378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
379 385
380 if (trap_map) 386 if (trap_map)
381 { 387 {
382 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383 389
409 the_chest->y = yl; 415 the_chest->y = yl;
410 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
411 return the_chest; 417 return the_chest;
412} 418}
413 419
414
415/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
416 or walls */ 421static object *
417object *
418find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
419{ 423{
420 int i; 424 int i;
421 425
422 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
430 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
431 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
432 { 436 {
433 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
434 438
435 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
436 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
437 return the_monster; 441 return the_monster;
438 } 442 }
439 } 443 }
440 return NULL; 444 return NULL;
441} 445}
442 446
443/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
444 448
445object *theMonsterToFind; 449static object *theMonsterToFind;
446 450
447/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
448 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the maze, converting 0's to 1's */
449 453static object *
450object *
451find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP)
452{ 455{
453 int i, j; 456 int i, j;
454 457
455 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
456 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
459 /* bounds check x and y */ 462 /* bounds check x and y */
460 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
461 return theMonsterToFind; 464 return theMonsterToFind;
462 465
463 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
464 if (layout[x][y] != 0) 467 if (maze[x][y] != 0)
465 return theMonsterToFind; /* might be NULL, that's fine. */ 468 return theMonsterToFind; /* might be NULL, that's fine. */
466 469
467 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
468 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
469 layout[x][y] = 1; 472 maze[x][y] = 1;
470 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
471 { 474 {
472 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
473 476
474 /* check off this point */ 477 /* check off this point */
475 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
476 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
477 { 480 {
478 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
479 return theMonsterToFind; 482 return theMonsterToFind;
480 } 483 }
481 } 484 }
482 485
483 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
485 { 488 {
486 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
487 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
488 return theMonsterToFind; 491 return theMonsterToFind;
489 } 492 }
490 493
491 return theMonsterToFind; 494 return theMonsterToFind;
492} 495}
493 496
494/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
495 real work. */ 498 real work. */
496object * 499static object *
497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
498{ 501{
499 Layout layout2 (RP); 502 layout layout2 (map->width, map->height);
500 503
501 layout2->clear (); 504 // find walls
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++) 505 for (int i = 0; i < layout2.w; i++)
505 for (int j = 0; j < layout2->h; j++) 506 for (int j = 0; j < layout2.h; j++)
506 if (wall_blocked (map, i, j)) 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
507 layout2[i][j] = '#';
508 508
509 theMonsterToFind = 0; 509 theMonsterToFind = 0;
510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
511 511
512 layout2.free ();
513
514 return theMonsterToFind; 512 return theMonsterToFind;
515} 513}
516 514
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x; 516static int *room_free_spots_x;
519int *room_free_spots_y; 517static int *room_free_spots_y;
520int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
521 519
522/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
523a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
524that datastructure. */ 522that datastructure. */
525void 523static void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP)
527{ 525{
528 int i, j; 526 int i, j;
529 527
530 /* bounds check x and y */ 528 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
532 return; 530 return;
533 531
534 /* if the square is blocked or searched already, leave */ 532 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0) 533 if (maze[x][y] != 0)
536 return; 534 return;
537 535
538 /* set the current square as checked, and add it to the list. 536 /* set the current square as checked, and add it to the list.
539 set theMonsterToFind and return it. */ 537 set theMonsterToFind and return it. */
540 /* check off this point */ 538 /* check off this point */
541 layout[x][y] = 1; 539 maze[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
545 543
546 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
547 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 547
550} 548}
551 549
552/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
553void 551static void
554find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
555{ 553{
556 char **layout2; 554 char **layout2;
557 int i, j; 555 int i, j;
558 556
559 number_of_free_spots_in_room = 0; 557 number_of_free_spots_in_room = 0;
560 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
561 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 560
563 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
564 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the maze, converting C to 0. */
565 for (i = 0; i < RP->Xsize; i++) 563 for (i = 0; i < RP->Xsize; i++)
566 { 564 {
567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
568 for (j = 0; j < RP->Ysize; j++) 566 for (j = 0; j < RP->Ysize; j++)
569 if (wall_blocked (map, i, j)) 567 if (wall_blocked (map, i, j))
578 i = rmg_rndm (number_of_free_spots_in_room); 576 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
581 } 579 }
582 580
583 /* deallocate the temp. layout */ 581 /* deallocate the temp. maze */
584 for (i = 0; i < RP->Xsize; i++) 582 for (i = 0; i < RP->Xsize; i++)
585 free (layout2[i]); 583 free (layout2[i]);
586 584
587 free (layout2); 585 free (layout2);
588 free (room_free_spots_x); 586 free (room_free_spots_x);
591 589
592 590
593/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
594 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
595 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
596void 594static void
597find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
598{ 596{
599 int x, y; 597 int x, y;
600 int i; 598 int i;
601 599
606 { 604 {
607 int lx, ly, sindex; 605 int lx, ly, sindex;
608 606
609 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
610 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
611 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
612 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
613 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
614 { 612 {
615 *cx = lx; 613 *cx = lx;
616 *cy = ly; 614 *cy = ly;
624 { 622 {
625 int lx, ly, sindex; 623 int lx, ly, sindex;
626 624
627 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
628 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
629 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
630 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
631 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
632 { 630 {
633 *cx = lx; 631 *cx = lx;
634 *cy = ly; 632 *cy = ly;
641 { 639 {
642 int lx, ly, sindex; 640 int lx, ly, sindex;
643 641
644 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
645 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
646 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
647 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
648 if (sindex) 646 if (sindex)
649 { 647 {
650 *cx = lx; 648 *cx = lx;
651 *cy = ly; 649 *cy = ly;
652 return; 650 return;
653 } 651 }
654 } 652 }
655 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
657 655
658 if (i != -1) 656 if (i != -1)
659 { 657 {
660 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
661 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
666 *cx = -1; 664 *cx = -1;
667 *cy = -1; 665 *cy = -1;
668 } 666 }
669} 667}
670 668
671void 669static void
672remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
673{ 671{
674 for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
675 { 673 {
676 object *next = tmp->above; 674 object *next = tmp->above;
683} 681}
684 682
685/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
686 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
687 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
688object ** 686static object **
689surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
690{ 688{
691 int i; 689 int i;
692 const char *doors[2]; 690 const char *doors[2];
693 object **doorlist; 691 object **doorlist;
694 int ndoors_made = 0; 692 int ndoors_made = 0;
709 /* place doors in all the 8 adjacent unblocked squares. */ 707 /* place doors in all the 8 adjacent unblocked squares. */
710 for (i = 1; i < 9; i++) 708 for (i = 1; i < 9; i++)
711 { 709 {
712 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
713 711
714 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 712 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
715 { /* place a door */ 713 { /* place a door */
716 remove_monsters (x1, y1, map); 714 remove_monsters (x1, y1, map);
717 715
718 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
719 map->insert (new_door, x1, y1); 717 map->insert (new_door, x1, y1);
723 } 721 }
724 722
725 return doorlist; 723 return doorlist;
726} 724}
727 725
728
729/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
730object * 727static object *
731door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
732{ 729{
733 object *tmp;
734
735 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
737 return tmp; 732 return tmp;
733
738 return NULL; 734 return NULL;
739} 735}
740 736
741/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
742void 738static void
743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
744{ 740{
745 int i, j; 741 int i, j;
746 object *door; 742 object *door;
747 743
748 /* bounds check x and y */ 744 /* bounds check x and y */
749 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
750 return; 746 return;
751 747
752 /* if the square is blocked or searched already, leave */ 748 /* if the square is blocked or searched already, leave */
753 if (layout[x][y] == 1) 749 if (maze[x][y] == 1)
754 return; 750 return;
755 751
756 /* check off this point */ 752 /* check off this point */
757 if (layout[x][y] == '#') 753 if (maze[x][y] == '#')
758 { /* there could be a door here */ 754 { /* there could be a door here */
759 layout[x][y] = 1; 755 maze[x][y] = 1;
760 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
761 if (door) 757 if (door)
762 { 758 {
763 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
764 760
771 *ndoors = *ndoors + 1; 767 *ndoors = *ndoors + 1;
772 } 768 }
773 } 769 }
774 else 770 else
775 { 771 {
776 layout[x][y] = 1; 772 maze[x][y] = 1;
777 773
778 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
779 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
780 find_doors_in_room_recursive (layout, map, 776 find_doors_in_room_recursive (maze, map,
781 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
782 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
783 } 779 }
784} 780}
785 781
786/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
787object ** 783static object **
788find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
789{ 785{
790 int i, j; 786 int i, j;
791 int ndoors = 0; 787 int ndoors = 0;
792 788
793 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
794 790
795 LayoutData layout2 (RP->Xsize, RP->Ysize); 791 layout layout2 (RP->Xsize, RP->Ysize);
796 layout2.clear (); 792 layout2.clear ();
797 793
798 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the maze, converting C to 0. */
799 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
800 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
801 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
802 798
803 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
806 return doorlist; 802 return doorlist;
807} 803}
808 804
809/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
810 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
811void 807static void
812lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
813{ 809{
814 object *door; 810 object *door;
815 int i; 811 int i;
816 812

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