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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 1.51 by root, Sun Mar 28 22:29:50 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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)
75 char styledirname[256]; 198{
76 char stylefilepath[256];
77 mapstruct *style_map=0;
78 int num_treasures; 199 int num_treasures;
79 200
80 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 202 if (treasure_style)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 203 if (!strcmp (treasure_style, "none"))
204 return;
205
206 if (treasureoptions <= 0)
207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
83 208
84 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 211 {
212 if (rmg_rndm (2))
213 treasureoptions -= 1;
214 else
87 else treasureoptions-=2;} 215 treasureoptions -= 2;
216 }
88 217
89 /* pick the number of treasures */ 218 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 221 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
223 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
95 225
96 if(num_treasures <= 0 ) return; 226 if (num_treasures <= 0)
227 return;
97 228
98 /* get the style map */ 229 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", 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 333static object *
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 (new_treasure->arch->instance (), 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
251/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
252 or walls */ 421static object *
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
423{
254 int i; 424 int i;
425
255 for(i=0;i<SIZEOFFREE;i++) { 426 for (i = 0; i < SIZEOFFREE; i++)
427 {
256 int lx,ly; 428 int lx, ly;
429
257 lx=x+freearr_x[i]; 430 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 431 ly = y + freearr_y[i];
259 /* boundscheck */ 432 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* 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. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
436 {
263 object *the_monster=get_map_ob(map,lx,ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
438
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 439 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)) 440 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 441 return the_monster;
442 }
267 } 443 }
268 }
269 return NULL; 444 return NULL;
270} 445}
271
272 446
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. */ 447/* both find_monster_in_room routines need to have access to this. */
362 448
363object *theMonsterToFind; 449static object *theMonsterToFind;
364 450
365/* 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.
366 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the layout, converting 0's to 1's */
367 453static object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
455{
369 int i,j; 456 int i, j;
457
370 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 459 if (theMonsterToFind != NULL)
460 return theMonsterToFind;
372 461
373 /* bounds check x and y */ 462 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
464 return theMonsterToFind;
375 465
376 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
467 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 468 return theMonsterToFind; /* might be NULL, that's fine. */
378 469
379 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
381 layout[x][y]=1; 472 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 {
383 object *the_monster = get_map_ob(map,x,y); 475 object *the_monster = GET_MAP_OB (map, x, y);
476
384 /* check off this point */ 477 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 478 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)) { 479 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
480 {
387 theMonsterToFind=the_monster; 481 theMonsterToFind = the_monster;
388 return theMonsterToFind; 482 return theMonsterToFind;
389 } 483 }
390 } 484 }
391 485
392 /* 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 */
393 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
488 {
394 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 (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 490 if (theMonsterToFind != NULL)
491 return theMonsterToFind;
396 } 492 }
493
397 return theMonsterToFind; 494 return theMonsterToFind;
398} 495}
399
400 496
401/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
402 real work. */ 498 real work. */
499static object *
500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
501{
502 Layout layout2 (RP);
403 503
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 504 layout2->clear ();
405 char **layout2; 505
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. */ 506 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 507 for (int i = 0; i < layout2->w; i++)
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 508 for (int j = 0; j < layout2->h; j++)
412 for(j=0;j<RP->Ysize;j++) { 509 if (wall_blocked (map, i, j))
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 510 layout2[i][j] = '#';
414 } 511
415 } 512 theMonsterToFind = 0;
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 514
418 /* deallocate the temp. layout */ 515 layout2.free ();
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423 516
424 return theMonsterToFind; 517 return theMonsterToFind;
425} 518}
426
427 519
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x; 521static int *room_free_spots_x;
432int *room_free_spots_y; 522static int *room_free_spots_y;
433int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
434 524
435/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 527that datastructure. */
438 528static void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
530{
440 int i,j; 531 int i, j;
441 532
442 /* bounds check x and y */ 533 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 534 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
535 return;
444 536
445 /* if the square is blocked or searched already, leave */ 537 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 538 if (layout[x][y] != 0)
539 return;
447 540
448 /* set the current square as checked, and add it to the list. 541 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 542 set theMonsterToFind and return it. */
450 /* check off this point */ 543 /* check off this point */
451 layout[x][y]=1; 544 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
455 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* 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++) { 550 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); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
458 }
459 552
460} 553}
461 554
462/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
556static void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
558{
464 char **layout2; 559 char **layout2;
465 int i,j; 560 int i, j;
561
466 number_of_free_spots_in_room=0; 562 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 563 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); 564 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 565
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 566 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 568 for (i = 0; i < RP->Xsize; i++)
569 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 571 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 572 if (wall_blocked (map, i, j))
476 } 573 layout2[i][j] = '#';
477 } 574 }
478 575
479 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
481 578
482 if(number_of_free_spots_in_room > 0) { 579 if (number_of_free_spots_in_room > 0)
580 {
483 i = RANDOM()%number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
484 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
486 } 584 }
487 585
488 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 587 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 588 free (layout2[i]);
491 } 589
492 free(layout2); 590 free (layout2);
493 free(room_free_spots_x); 591 free (room_free_spots_x);
494 free(room_free_spots_y); 592 free (room_free_spots_y);
495} 593}
496 594
497 595
498/* searches the map for a spot with walls around it. The more 596/* 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 597 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.*/ 598 it'll return 0 if no FREE spots are found.*/
501 599static void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{
503 int x,y; 602 int x, y;
504 int i; 603 int i;
604
505 x = *cx;y=*cy; 605 x = *cx;
606 y = *cy;
506 607
507 for(i=0;i<=SIZEOFFREE1;i++) { 608 for (i = 0; i <= SIZEOFFREE1; i++)
609 {
508 int lx,ly,sindex; 610 int lx, ly, sindex;
611
509 lx = x +freearr_x[i]; 612 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 613 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 614 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 615 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 617 {
618 *cx = lx;
619 *cy = ly;
515 return; 620 return;
516 } 621 }
517 } 622 }
518 623
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 624 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 625 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 626 for (i = 0; i <= SIZEOFFREE1; i++)
627 {
522 int lx,ly,sindex; 628 int lx, ly, sindex;
629
523 lx = x +freearr_x[i]; 630 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 631 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 632 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 633 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 634 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 635 {
636 *cx = lx;
637 *cy = ly;
529 return; 638 return;
530 } 639 }
531 } 640 }
532 641
533 /* settle for one surround point */ 642 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 643 for (i = 0; i <= SIZEOFFREE1; i++)
644 {
535 int lx,ly,sindex; 645 int lx, ly, sindex;
646
536 lx = x +freearr_x[i]; 647 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 648 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 649 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 650 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 651 if (sindex)
541 *cx= lx;*cy= ly; 652 {
653 *cx = lx;
654 *cy = ly;
542 return; 655 return;
543 } 656 }
544 } 657 }
545 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 660
661 if (i != -1)
662 {
548 *cx = x +freearr_x[i]; 663 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 664 *cy = y + freearr_y[i];
665 }
666 else
667 {
668 /* indicate failure */
669 *cx = -1;
670 *cy = -1;
671 }
672}
673
674static void
675remove_monsters (int x, int y, maptile *map)
676{
677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 {
679 object *next = tmp->above;
680
681 if (tmp->flag [FLAG_ALIVE])
682 tmp->head_ ()->destroy ();
683
684 tmp = next;
685 }
686}
687
688/* surrounds the point x,y by doors, so as to enclose something, like
689 a chest. It only goes as far as the 8 squares surrounding, and
690 it'll remove any monsters it finds.*/
691static object **
692surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
693{
694 int i;
695 const char *doors[2];
696 object **doorlist;
697 int ndoors_made = 0;
698 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
699
700 /* this is a list we pick from, for horizontal and vertical doors */
701 if (opts & DOORED)
702 {
703 doors[0] = "locked_door2";
704 doors[1] = "locked_door1";
705 }
706 else
707 {
708 doors[0] = "door_1";
709 doors[1] = "door_2";
710 }
711
712 /* place doors in all the 8 adjacent unblocked squares. */
713 for (i = 1; i < 9; i++)
714 {
715 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
716
717 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
718 { /* place a door */
719 remove_monsters (x1, y1, map);
720
721 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 map->insert (new_door, x1, y1);
723 doorlist[ndoors_made] = new_door;
724 ndoors_made++;
725 }
726 }
727
728 return doorlist;
729}
730
731/* returns the first door in this square, or NULL if there isn't a door. */
732static object *
733door_in_square (maptile *map, int x, int y)
734{
735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
737 return tmp;
738
739 return NULL;
740}
741
742/* the workhorse routine, which finds the doors in a room */
743static void
744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
745{
746 int i, j;
747 object *door;
748
749 /* bounds check x and y */
750 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
550 return; 751 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 752
753 /* if the square is blocked or searched already, leave */
754 if (layout[x][y] == 1)
755 return;
556 756
557void remove_monsters(int x,int y,mapstruct *map) { 757 /* check off this point */
558 object *tmp; 758 if (layout[x][y] == '#')
759 { /* there could be a door here */
760 layout[x][y] = 1;
761 door = door_in_square (map, x, y);
762 if (door)
763 {
764 doorlist[*ndoors] = door;
559 765
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 766 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 767 {
562 if(tmp->head) tmp=tmp->head; 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 769 return;
564 free_object(tmp); 770 }
565 tmp=get_map_ob(map,x,y); 771
566 if(tmp==NULL) break; 772 *ndoors = *ndoors + 1;
773 }
567 }; 774 }
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 { 775 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];
595 776 {
596 if(!wall_blocked(map,x1,y1) 777 layout[x][y] = 1;
597 || layout[x1][y1]=='>') {/* place a door */ 778
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 779 /* now search all the 8 squares around recursively for free spots,in random order */
599 new_door->x = x + freearr_x[i]; 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
600 new_door->y = y + freearr_y[i]; 781 find_doors_in_room_recursive (layout, map,
601 remove_monsters(new_door->x,new_door->y,map); 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
602 insert_ob_in_map(new_door,map,NULL,0); 783 doorlist, ndoors, RP);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 } 784 }
785}
786
787/* find a random non-blocked spot in this room to drop a key. */
788static object **
789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
790{
791 int i, j;
792 int ndoors = 0;
793
794 object **doorlist = (object **)calloc (sizeof (int), 1024);
795
796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
799 /* allocate and copy the layout, converting C to 0. */
800 for (i = 0; i < RP->Xsize; i++)
801 for (j = 0; j < RP->Ysize; j++)
802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803
804 /* setup num_free_spots and room_free_spots */
805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
806
607 return doorlist; 807 return doorlist;
608} 808}
609 809
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 810/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
688 812static void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
814{
690 object *door; 815 object *door;
691 int i; 816 int i;
817
692 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
693 819
694 if(opts & DOORED) { 820 if (opts & DOORED)
821 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
823 {
696 object *new_door=get_archetype("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
697 char keybuf[256]; 825
698 door=doorlist[i]; 826 door = doorlist[i];
699 new_door->face = door->face; 827 new_door->face = door->face;
700 new_door->x = door->x; 828 new_door->x = door->x;
701 new_door->y = door->y; 829 new_door->y = door->y;
702 remove_ob(door); 830 door->destroy ();
703 free_object(door);
704 doorlist[i]=new_door; 831 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 832 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 833 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); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
709 } 835 }
710 } 836 }
711 837
712 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 839 if (opts & HIDDEN)
840 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 {
715 object *wallface; 843 object *wallface;
844
716 door=doorlist[i]; 845 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 846 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 847 if (wallface != NULL)
848 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
723 door->face = wallface->face; 854 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 855
725 free_object(wallface); 856 wallface->destroy ();
857 }
726 } 858 }
727 }
728 } 859 }
729} 860}

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