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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.45 by root, Mon Oct 12 14:00:58 2009 UTC vs.
Revision 1.57 by root, Fri Jul 2 15:03:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 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 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
41#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 */
42 42
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55
46/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
48static int 58static int
49bc_random (int x) 59bc_random (int x)
50{ 60{
99 freeindex = -1; 109 freeindex = -1;
100 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
101 { 111 {
102 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
103 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
104 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
105 } 115 }
106 116
107 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
108 if (freeindex >= 0) 118 if (freeindex >= 0)
109 { 119 {
177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
178} 188}
179 189
180/* place treasures in the map, given the 190/* place treasures in the map, given the
181map, (required) 191map, (required)
182layout, (required) 192maze, (required)
183treasure 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.)
184treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
185*/ 195*/
186void 196void
187place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
188{ 198{
189 char styledirname[1024];
190 char stylefilepath[1024];
191 maptile *style_map = 0;
192 int num_treasures; 199 int num_treasures;
193 200
194 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
195 if (treasure_style) 202 if (treasure_style)
196 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
218 225
219 if (num_treasures <= 0) 226 if (num_treasures <= 0)
220 return; 227 return;
221 228
222 /* get the style map */ 229 /* get the style map */
223 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
225 style_map = find_style (styledirname, treasure_style, -1);
226 231
227 if (!style_map) 232 if (!style_map)
228 { 233 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
230 return; 235 return;
231 } 236 }
232 237
233 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
234 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
245 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
246 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
247 { 252 {
248 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
249 { 254 {
250 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
251 { 256 {
252 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
253 object *chest; 258 object *chest;
254 259
255 if (tdiv == 3) 260 if (tdiv == 3)
300 305
301 i = chest->x; 306 i = chest->x;
302 j = chest->y; 307 j = chest->y;
303 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
304 { 309 {
305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
306 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
307 free (doorlist); 312 free (doorlist);
308 } 313 }
309 } 314 }
310 } 315 }
311 } 316 }
312 else 317 else
313 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
314 int ti, i, j; 319 int ti, i, j;
315 320
316 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
317 { 322 {
318 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
323} 328}
324 329
325/* 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
326 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,
327 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 */
328object * 333static object *
329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
330{ 335{
331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
332 337
333 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
356 if (tlist != NULL) 361 if (tlist != NULL)
357 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
358 { /* use the treasure list */ 363 { /* use the treasure list */
359 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
360 365
361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
362 } 367 }
363 else 368 else
364 { /* use the style map */ 369 { /* use the style map */
365 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
366 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
374 } 379 }
375 380
376 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
377 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
378 { 383 {
379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
380 385
381 if (trap_map) 386 if (trap_map)
382 { 387 {
383 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384 389
410 the_chest->y = yl; 415 the_chest->y = yl;
411 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
412 return the_chest; 417 return the_chest;
413} 418}
414 419
415
416/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
417 or walls */ 421static object *
418object *
419find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
420{ 423{
421 int i; 424 int i;
422 425
423 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
431 /* 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. */
432 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
433 { 436 {
434 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
435 438
436 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
437 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
438 return the_monster; 441 return the_monster;
439 } 442 }
440 } 443 }
441 return NULL; 444 return NULL;
442} 445}
443 446
444/* 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. */
445 448
446object *theMonsterToFind; 449static object *theMonsterToFind;
447 450
448/* 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.
449 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the maze, converting 0's to 1's */
450 453static object *
451object *
452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP)
453{ 455{
454 int i, j; 456 int i, j;
455 457
456 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
457 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
460 /* bounds check x and y */ 462 /* bounds check x and y */
461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
462 return theMonsterToFind; 464 return theMonsterToFind;
463 465
464 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0) 467 if (maze[x][y] != 0)
466 return theMonsterToFind; /* might be NULL, that's fine. */ 468 return theMonsterToFind; /* might be NULL, that's fine. */
467 469
468 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
469 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
470 layout[x][y] = 1; 472 maze[x][y] = 1;
471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 { 474 {
473 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
474 476
475 /* check off this point */ 477 /* check off this point */
476 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
478 { 480 {
479 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
480 return theMonsterToFind; 482 return theMonsterToFind;
481 } 483 }
482 } 484 }
483 485
484 /* 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 */
485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 { 488 {
487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
488 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
489 return theMonsterToFind; 491 return theMonsterToFind;
490 } 492 }
491 493
492 return theMonsterToFind; 494 return theMonsterToFind;
493} 495}
494 496
495/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
496 real work. */ 498 real work. */
497object * 499static object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
499{ 501{
500 Layout layout2 (RP); 502 layout layout2 (map->width, map->height);
501 503
502 layout2->clear (); 504 // find walls
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++) 505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2->h; j++) 506 for (int j = 0; j < layout2.h; j++)
507 if (wall_blocked (map, i, j)) 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
508 layout2[i][j] = '#';
509 508
510 theMonsterToFind = 0; 509 theMonsterToFind = 0;
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 511
513 layout2.free ();
514
515 return theMonsterToFind; 512 return theMonsterToFind;
516} 513}
517 514
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
519int *room_free_spots_x; 516static int *room_free_spots_x;
520int *room_free_spots_y; 517static int *room_free_spots_y;
521int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
522 519
523/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
524a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
525that datastructure. */ 522that datastructure. */
526void 523static void
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP)
528{ 525{
529 int i, j; 526 int i, j;
530 527
531 /* bounds check x and y */ 528 /* bounds check x and y */
532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
533 return; 530 return;
534 531
535 /* if the square is blocked or searched already, leave */ 532 /* if the square is blocked or searched already, leave */
536 if (layout[x][y] != 0) 533 if (maze[x][y] != 0)
537 return; 534 return;
538 535
539 /* set the current square as checked, and add it to the list. 536 /* set the current square as checked, and add it to the list.
540 set theMonsterToFind and return it. */ 537 set theMonsterToFind and return it. */
541 /* check off this point */ 538 /* check off this point */
542 layout[x][y] = 1; 539 maze[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
546 543
547 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 547
551} 548}
552 549
553/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
554void 551static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 553{
557 char **layout2; 554 char **layout2;
558 int i, j; 555 int i, j;
559 556
560 number_of_free_spots_in_room = 0; 557 number_of_free_spots_in_room = 0;
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 560
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 563 for (i = 0; i < RP->Xsize; i++)
567 { 564 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 566 for (j = 0; j < RP->Ysize; j++)
570 if (wall_blocked (map, i, j)) 567 if (wall_blocked (map, i, j))
579 i = rmg_rndm (number_of_free_spots_in_room); 576 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
582 } 579 }
583 580
584 /* deallocate the temp. layout */ 581 /* deallocate the temp. maze */
585 for (i = 0; i < RP->Xsize; i++) 582 for (i = 0; i < RP->Xsize; i++)
586 free (layout2[i]); 583 free (layout2[i]);
587 584
588 free (layout2); 585 free (layout2);
589 free (room_free_spots_x); 586 free (room_free_spots_x);
592 589
593 590
594/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
597void 594static void
598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
599{ 596{
600 int x, y; 597 int x, y;
601 int i; 598 int i;
602 599
607 { 604 {
608 int lx, ly, sindex; 605 int lx, ly, sindex;
609 606
610 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
611 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
612 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
613 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
615 { 612 {
616 *cx = lx; 613 *cx = lx;
617 *cy = ly; 614 *cy = ly;
625 { 622 {
626 int lx, ly, sindex; 623 int lx, ly, sindex;
627 624
628 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
629 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
630 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
632 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
633 { 630 {
634 *cx = lx; 631 *cx = lx;
635 *cy = ly; 632 *cy = ly;
642 { 639 {
643 int lx, ly, sindex; 640 int lx, ly, sindex;
644 641
645 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
646 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
647 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
648 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
649 if (sindex) 646 if (sindex)
650 { 647 {
651 *cx = lx; 648 *cx = lx;
652 *cy = ly; 649 *cy = ly;
653 return; 650 return;
654 } 651 }
655 } 652 }
656 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 655
659 if (i != -1) 656 if (i != -1)
660 { 657 {
661 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
667 *cx = -1; 664 *cx = -1;
668 *cy = -1; 665 *cy = -1;
669 } 666 }
670} 667}
671 668
672void 669static void
673remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
674{ 671{
675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
676 { 673 {
677 object *next = tmp->above; 674 object *next = tmp->above;
684} 681}
685 682
686/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
687 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
688 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
689object ** 686static object **
690surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
691{ 688{
692 int i; 689 int i;
693 const char *doors[2]; 690 const char *doors[2];
694 object **doorlist; 691 object **doorlist;
695 int ndoors_made = 0; 692 int ndoors_made = 0;
710 /* place doors in all the 8 adjacent unblocked squares. */ 707 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 708 for (i = 1; i < 9; i++)
712 { 709 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 711
715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 712 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
716 { /* place a door */ 713 { /* place a door */
717 remove_monsters (x1, y1, map); 714 remove_monsters (x1, y1, map);
718 715
719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
720 map->insert (new_door, x1, y1); 717 map->insert (new_door, x1, y1);
724 } 721 }
725 722
726 return doorlist; 723 return doorlist;
727} 724}
728 725
729
730/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
731object * 727static object *
732door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
733{ 729{
734 object *tmp;
735
736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
738 return tmp; 732 return tmp;
733
739 return NULL; 734 return NULL;
740} 735}
741 736
742/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
743void 738static void
744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
745{ 740{
746 int i, j; 741 int i, j;
747 object *door; 742 object *door;
748 743
749 /* bounds check x and y */ 744 /* bounds check x and y */
750 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
751 return; 746 return;
752 747
753 /* if the square is blocked or searched already, leave */ 748 /* if the square is blocked or searched already, leave */
754 if (layout[x][y] == 1) 749 if (maze[x][y] == 1)
755 return; 750 return;
756 751
757 /* check off this point */ 752 /* check off this point */
758 if (layout[x][y] == '#') 753 if (maze[x][y] == '#')
759 { /* there could be a door here */ 754 { /* there could be a door here */
760 layout[x][y] = 1; 755 maze[x][y] = 1;
761 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
762 if (door) 757 if (door)
763 { 758 {
764 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
765 760
772 *ndoors = *ndoors + 1; 767 *ndoors = *ndoors + 1;
773 } 768 }
774 } 769 }
775 else 770 else
776 { 771 {
777 layout[x][y] = 1; 772 maze[x][y] = 1;
778 773
779 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 find_doors_in_room_recursive (layout, map, 776 find_doors_in_room_recursive (maze, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
784 } 779 }
785} 780}
786 781
787/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
788object ** 783static object **
789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
790{ 785{
791 int i, j; 786 int i, j;
792 int ndoors = 0; 787 int ndoors = 0;
793 788
794 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 790
796 LayoutData layout2 (RP->Xsize, RP->Ysize); 791 layout layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear (); 792 layout2.clear ();
798 793
799 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the maze, converting C to 0. */
800 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
801 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 798
804 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
807 return doorlist; 802 return doorlist;
808} 803}
809 804
810/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
811 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
812void 807static void
813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
814{ 809{
815 object *door; 810 object *door;
816 int i; 811 int i;
817 812

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