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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 1.46 by root, Fri Nov 6 12:49:19 2009 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
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. */ 25/* placing treasure in maps, where appropriate. */
30
31
32 26
33#include <global.h> 27#include <global.h>
34#include <random_map.h> 28#include <random_map.h>
35#include <rproto.h> 29#include <rproto.h>
36 30
37/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
38 32
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 34#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 35#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 36#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 37#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 38#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 39#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 40#define FILLED 128 /* Fill/tile the entire map with treasure */
47#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 */
48 42
49#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 44#define PASS_DOORS 1
51 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 **layout, 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 **layout, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
52 175
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
56 */ 179 */
57 180int
58int wall_blocked(mapstruct *m, int x, int y) { 181wall_blocked (maptile *m, int x, int y)
59 int r; 182{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 183 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; 184 return 1;
185
186 m->at (x, y).update ();
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 188}
66 189
67/* place treasures in the map, given the 190/* place treasures in the map, given the
68map, (required) 191map, (required)
69layout, (required) 192layout, (required)
70treasure 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.)
71treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
72*/ 195*/
73 196void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
198{
75 char styledirname[256]; 199 char styledirname[1024];
76 char stylefilepath[256]; 200 char stylefilepath[1024];
77 mapstruct *style_map=0; 201 maptile *style_map = 0;
78 int num_treasures; 202 int num_treasures;
79 203
80 /* bail out if treasure isn't wanted. */ 204 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 205 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 206 if (!strcmp (treasure_style, "none"))
207 return;
208
209 if (treasureoptions <= 0)
210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 211
84 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 214 {
215 if (rmg_rndm (2))
216 treasureoptions -= 1;
217 else
87 else treasureoptions-=2;} 218 treasureoptions -= 2;
219 }
88 220
89 /* pick the number of treasures */ 221 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 222 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 223 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 224 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 225 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
226 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 227 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 228
96 if(num_treasures <= 0 ) return; 229 if (num_treasures <= 0)
230 return;
97 231
98 /* get the style map */ 232 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 233 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 235 style_map = find_style (styledirname, treasure_style, -1);
236
237 if (!style_map)
238 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
240 return;
241 }
102 242
103 /* all the treasure at one spot in the map. */ 243 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 244 if (treasureoptions & CONCENTRATED)
105 245 {
106 /* map_layout_style global, and is previously set */ 246 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 247 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 248 {
249 case LAYOUT_ONION:
250 case LAYOUT_SPIRAL:
251 case LAYOUT_SQUARE_SPIRAL:
252 {
112 int i,j; 253 int i, j;
254
113 /* search the onion for C's or '>', and put treasure there. */ 255 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 256 for (i = 0; i < RP->Xsize; i++)
257 {
115 for(j=0;j<RP->Ysize;j++) { 258 for (j = 0; j < RP->Ysize; j++)
259 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 260 if (layout[i][j] == 'C' || layout[i][j] == '>')
261 {
117 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
263 object *chest;
264
265 if (tdiv == 3)
266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
268 /* don't put a chest on an exit. */
269 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
270
271 if (!chest)
272 continue; /* if no chest was placed NEXT */
273
274 if (treasureoptions & (DOORED | HIDDEN))
275 {
276 object **doorlist = find_doors_in_room (map, i, j, RP);
277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
278 free (doorlist);
279 }
280 }
281 }
282 }
283 break;
284 }
285
286 default:
287 {
288 int i, j, tries;
289 object *chest;
118 object **doorlist; 290 object **doorlist;
119 object *chest; 291
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 292 i = j = -1;
121 /* don't put a chest on an exit. */ 293 tries = 0;
294 while (i == -1 && tries < 100)
295 {
296 i = rmg_rndm (RP->Xsize - 2) + 1;
297 j = rmg_rndm (RP->Ysize - 2) + 1;
298 find_enclosed_spot (map, &i, &j, RP);
299
300 if (wall_blocked (map, i, j))
301 i = -1;
302
303 tries++;
304 }
305
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 306 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 307
308 if (!chest)
309 return;
310
311 i = chest->x;
312 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 313 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 314 {
315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 316 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 317 free (doorlist);
128 } 318 }
129 } 319 }
130 } 320 }
321 }
322 else
323 { /* DIFFUSE treasure layout */
324 int ti, i, j;
325
326 for (ti = 0; ti < num_treasures; ti++)
131 } 327 {
132 break; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 329 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); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 331 }
165 } 332 }
166} 333}
167
168
169 334
170/* put a chest into the map, near x and y, with the treasure style 335/* 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, 336 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 */ 337 if the global variable "treasurestyle" is set to that treasure list's name */
173 338object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 339place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 340{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 342
180 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 344 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 345 if (i == -1)
183 free_object(the_chest); 346 {
347 the_chest->destroy ();
184 return NULL; 348 return NULL;
185 } 349 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 350
351 int xl = x + freearr_x[i];
352 int yl = y + freearr_y[i];
187 353
188 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 355 if (wall_blocked (map, xl, yl))
190 356 return 0;
191 357
192 /* put the treasures in the chest. */ 358 /* put the treasures in the chest. */
193 /* if(style_map) { */ 359 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 360#if 0 /* don't use treasure style maps for now! */
195 int ti; 361 int ti;
362
196 /* if treasurestyle lists a treasure list, use it. */ 363 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
365
198 if(tlist!=NULL) 366 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 367 for (ti = 0; ti < n_treasures; ti++)
368 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
370
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 371 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 372 }
203 else { /* use the style map */ 373 else
374 { /* use the style map */
375 the_chest->randomitems = tlist;
376 the_chest->stats.hp = n_treasures;
377 }
378#endif
379 { /* neither style_map no treasure list given */
380 treasurelist *tlist = treasurelist::find ("chest");
381
204 the_chest->randomitems=tlist; 382 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 383 the_chest->stats.hp = n_treasures;
206 } 384 }
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 }
213 385
214 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 387 if (treasureoptions & TRAPPED)
388 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 390
218 if(trap_map) { 391 if (trap_map)
219 the_trap= pick_random_object(trap_map); 392 {
393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
220 the_trap->stats.Cha = 10+RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
222 if(the_trap) { 398 if (the_trap)
223 object *new_trap; 399 {
224 new_trap = arch_to_object(the_trap->arch); 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 401
226 new_trap->x = x; 402 new_trap->x = x;
227 new_trap->y = y; 403 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
405 }
229 } 406 }
230 }
231 } 407 }
232 408
233 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 410 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 411 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
238 char keybuf[256]; 413 {
239 sprintf(keybuf,"%d",(int)RANDOM()); 414 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 } 416 }
243 417
244 /* actually place the chest. */ 418 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 419 the_chest->x = xl;
420 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 422 return the_chest;
248} 423}
249 424
250
251/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
252 or walls */ 426static object *
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 427find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
428{
254 int i; 429 int i;
430
255 for(i=0;i<SIZEOFFREE;i++) { 431 for (i = 0; i < SIZEOFFREE; i++)
432 {
256 int lx,ly; 433 int lx, ly;
434
257 lx=x+freearr_x[i]; 435 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 436 ly = y + freearr_y[i];
259 /* boundscheck */ 437 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 438 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 439 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 440 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
441 {
263 object *the_monster=get_map_ob(map,lx,ly); 442 object *the_monster = GET_MAP_OB (map, lx, ly);
443
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 444 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)) 445 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 446 return the_monster;
447 }
267 } 448 }
268 }
269 return NULL; 449 return NULL;
270} 450}
271
272 451
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. */ 452/* both find_monster_in_room routines need to have access to this. */
362 453
363object *theMonsterToFind; 454static object *theMonsterToFind;
364 455
365/* a recursive routine which will return a monster, eventually,if there is one. 456/* 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 */ 457 it does a check-off on the layout, converting 0's to 1's */
367 458static object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
460{
369 int i,j; 461 int i, j;
462
370 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 464 if (theMonsterToFind != NULL)
465 return theMonsterToFind;
372 466
373 /* bounds check x and y */ 467 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 468 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
469 return theMonsterToFind;
375 470
376 /* if the square is blocked or searched already, leave */ 471 /* if the square is blocked or searched already, leave */
472 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 473 return theMonsterToFind; /* might be NULL, that's fine. */
378 474
379 /* check the current square for a monster. If there is one, 475 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 476 set theMonsterToFind and return it. */
381 layout[x][y]=1; 477 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 478 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
479 {
383 object *the_monster = get_map_ob(map,x,y); 480 object *the_monster = GET_MAP_OB (map, x, y);
481
384 /* check off this point */ 482 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 483 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)) { 484 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
485 {
387 theMonsterToFind=the_monster; 486 theMonsterToFind = the_monster;
388 return theMonsterToFind; 487 return theMonsterToFind;
389 } 488 }
390 } 489 }
391 490
392 /* now search all the 8 squares around recursively for a monster,in random order */ 491 /* 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++) { 492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
493 {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 494 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; 495 if (theMonsterToFind != NULL)
496 return theMonsterToFind;
396 } 497 }
498
397 return theMonsterToFind; 499 return theMonsterToFind;
398} 500}
399
400 501
401/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
402 real work. */ 503 real work. */
504object *
505find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
506{
507 Layout layout2 (RP);
403 508
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 509 layout2->clear ();
405 char **layout2; 510
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. */ 511 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 512 for (int i = 0; i < layout2->w; i++)
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 513 for (int j = 0; j < layout2->h; j++)
412 for(j=0;j<RP->Ysize;j++) { 514 if (wall_blocked (map, i, j))
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 515 layout2[i][j] = '#';
414 } 516
415 } 517 theMonsterToFind = 0;
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 519
418 /* deallocate the temp. layout */ 520 layout2.free ();
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423 521
424 return theMonsterToFind; 522 return theMonsterToFind;
425} 523}
426
427 524
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x; 526static int *room_free_spots_x;
432int *room_free_spots_y; 527static int *room_free_spots_y;
433int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
434 529
435/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 531a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 532that datastructure. */
438 533static void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
535{
440 int i,j; 536 int i, j;
441 537
442 /* bounds check x and y */ 538 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 539 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 return;
444 541
445 /* if the square is blocked or searched already, leave */ 542 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 543 if (layout[x][y] != 0)
544 return;
447 545
448 /* set the current square as checked, and add it to the list. 546 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 547 set theMonsterToFind and return it. */
450 /* check off this point */ 548 /* check off this point */
451 layout[x][y]=1; 549 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
553
455 /* now search all the 8 squares around recursively for free spots,in random order */ 554 /* 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++) { 555 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); 556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
458 }
459 557
460} 558}
461 559
462/* find a random non-blocked spot in this room to drop a key. */ 560/* find a random non-blocked spot in this room to drop a key. */
561static void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 562find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
563{
464 char **layout2; 564 char **layout2;
465 int i,j; 565 int i, j;
566
466 number_of_free_spots_in_room=0; 567 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 568 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); 569 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 570
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 571 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 572 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 573 for (i = 0; i < RP->Xsize; i++)
574 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 575 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 576 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 577 if (wall_blocked (map, i, j))
476 } 578 layout2[i][j] = '#';
477 } 579 }
478 580
479 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
481 583
482 if(number_of_free_spots_in_room > 0) { 584 if (number_of_free_spots_in_room > 0)
585 {
483 i = RANDOM()%number_of_free_spots_in_room; 586 i = rmg_rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
486 } 589 }
487 590
488 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 592 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 593 free (layout2[i]);
491 } 594
492 free(layout2); 595 free (layout2);
493 free(room_free_spots_x); 596 free (room_free_spots_x);
494 free(room_free_spots_y); 597 free (room_free_spots_y);
495} 598}
496 599
497 600
498/* searches the map for a spot with walls around it. The more 601/* 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 602 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.*/ 603 it'll return 0 if no FREE spots are found.*/
501 604static void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
606{
503 int x,y; 607 int x, y;
504 int i; 608 int i;
609
505 x = *cx;y=*cy; 610 x = *cx;
611 y = *cy;
506 612
507 for(i=0;i<=SIZEOFFREE1;i++) { 613 for (i = 0; i <= SIZEOFFREE1; i++)
614 {
508 int lx,ly,sindex; 615 int lx, ly, sindex;
616
509 lx = x +freearr_x[i]; 617 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 618 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 619 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 620 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 621 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 622 {
623 *cx = lx;
624 *cy = ly;
515 return; 625 return;
516 } 626 }
517 } 627 }
518 628
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 629 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 630 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 631 for (i = 0; i <= SIZEOFFREE1; i++)
632 {
522 int lx,ly,sindex; 633 int lx, ly, sindex;
634
523 lx = x +freearr_x[i]; 635 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 636 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 637 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 638 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 639 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 640 {
641 *cx = lx;
642 *cy = ly;
529 return; 643 return;
530 } 644 }
531 } 645 }
532 646
533 /* settle for one surround point */ 647 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 648 for (i = 0; i <= SIZEOFFREE1; i++)
649 {
535 int lx,ly,sindex; 650 int lx, ly, sindex;
651
536 lx = x +freearr_x[i]; 652 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 653 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 654 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 655 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 656 if (sindex)
541 *cx= lx;*cy= ly; 657 {
658 *cx = lx;
659 *cy = ly;
542 return; 660 return;
543 } 661 }
544 } 662 }
545 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 665
666 if (i != -1)
667 {
548 *cx = x +freearr_x[i]; 668 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 669 *cy = y + freearr_y[i];
670 }
671 else
672 {
673 /* indicate failure */
674 *cx = -1;
675 *cy = -1;
676 }
677}
678
679void
680remove_monsters (int x, int y, maptile *map)
681{
682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 {
684 object *next = tmp->above;
685
686 if (tmp->flag [FLAG_ALIVE])
687 tmp->head_ ()->destroy ();
688
689 tmp = next;
690 }
691}
692
693/* surrounds the point x,y by doors, so as to enclose something, like
694 a chest. It only goes as far as the 8 squares surrounding, and
695 it'll remove any monsters it finds.*/
696static object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{
699 int i;
700 const char *doors[2];
701 object **doorlist;
702 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704
705 /* this is a list we pick from, for horizontal and vertical doors */
706 if (opts & DOORED)
707 {
708 doors[0] = "locked_door2";
709 doors[1] = "locked_door1";
710 }
711 else
712 {
713 doors[0] = "door_1";
714 doors[1] = "door_2";
715 }
716
717 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++)
719 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721
722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */
724 remove_monsters (x1, y1, map);
725
726 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
727 map->insert (new_door, x1, y1);
728 doorlist[ndoors_made] = new_door;
729 ndoors_made++;
730 }
731 }
732
733 return doorlist;
734}
735
736/* returns the first door in this square, or NULL if there isn't a door. */
737static object *
738door_in_square (maptile *map, int x, int y)
739{
740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp;
743
744 return NULL;
745}
746
747/* the workhorse routine, which finds the doors in a room */
748static void
749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
750{
751 int i, j;
752 object *door;
753
754 /* bounds check x and y */
755 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
550 return; 756 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 757
758 /* if the square is blocked or searched already, leave */
759 if (layout[x][y] == 1)
760 return;
556 761
557void remove_monsters(int x,int y,mapstruct *map) { 762 /* check off this point */
558 object *tmp; 763 if (layout[x][y] == '#')
764 { /* there could be a door here */
765 layout[x][y] = 1;
766 door = door_in_square (map, x, y);
767 if (door)
768 {
769 doorlist[*ndoors] = door;
559 770
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 771 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 772 {
562 if(tmp->head) tmp=tmp->head; 773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 774 return;
564 free_object(tmp); 775 }
565 tmp=get_map_ob(map,x,y); 776
566 if(tmp==NULL) break; 777 *ndoors = *ndoors + 1;
778 }
567 }; 779 }
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 { 780 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];
595 781 {
596 if(!wall_blocked(map,x1,y1) 782 layout[x][y] = 1;
597 || layout[x1][y1]=='>') {/* place a door */ 783
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 784 /* now search all the 8 squares around recursively for free spots,in random order */
599 new_door->x = x + freearr_x[i]; 785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
600 new_door->y = y + freearr_y[i]; 786 find_doors_in_room_recursive (layout, map,
601 remove_monsters(new_door->x,new_door->y,map); 787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
602 insert_ob_in_map(new_door,map,NULL,0); 788 doorlist, ndoors, RP);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 } 789 }
790}
791
792/* find a random non-blocked spot in this room to drop a key. */
793static object **
794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
795{
796 int i, j;
797 int ndoors = 0;
798
799 object **doorlist = (object **)calloc (sizeof (int), 1024);
800
801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
803
804 /* allocate and copy the layout, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++)
806 for (j = 0; j < RP->Ysize; j++)
807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808
809 /* setup num_free_spots and room_free_spots */
810 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
811
607 return doorlist; 812 return doorlist;
608} 813}
609 814
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 815/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
688 817static void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 818lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
819{
690 object *door; 820 object *door;
691 int i; 821 int i;
822
692 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
693 824
694 if(opts & DOORED) { 825 if (opts & DOORED)
826 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
828 {
696 object *new_door=get_archetype("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
697 char keybuf[256]; 830
698 door=doorlist[i]; 831 door = doorlist[i];
699 new_door->face = door->face; 832 new_door->face = door->face;
700 new_door->x = door->x; 833 new_door->x = door->x;
701 new_door->y = door->y; 834 new_door->y = door->y;
702 remove_ob(door); 835 door->destroy ();
703 free_object(door);
704 doorlist[i]=new_door; 836 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 837 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 838 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); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
709 } 840 }
710 } 841 }
711 842
712 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 844 if (opts & HIDDEN)
845 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
847 {
715 object *wallface; 848 object *wallface;
849
716 door=doorlist[i]; 850 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 851 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 852 if (wallface != NULL)
853 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
723 door->face = wallface->face; 859 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 860
725 free_object(wallface); 861 wallface->destroy ();
862 }
726 } 863 }
727 }
728 } 864 }
729} 865}

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