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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 1.67 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5 25
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. */ 26/* placing treasure in maps, where appropriate. */
30 27
31
32
33#include <global.h> 28#include <global.h>
34#include <random_map.h> 29#include <rmg.h>
35#include <rproto.h> 30#include <rproto.h>
36 31
37/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
38 33
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 34#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 35#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 36#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 37#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 38#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 39#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 40#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 41#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 42#define LAST_OPTION 64 /* set this to the last real option, for random */
48 43
49#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 45#define PASS_DOORS 1
51 46
47static object *find_closest_monster (maptile *map, int x, int y);
48static object *find_monster_in_room (maptile *map, int x, int y);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
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);
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);
54static object **surround_by_doors (maptile *map, char **maze, 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)
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 (map->width - 2) + 1;
99 j = rmg_rndm (map->height - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j);
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 (map->width - 2) + 1;
113 ky = rmg_rndm (map->height - 2) + 1;
114 freeindex = rmg_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 += DIRX (freeindex);
121 ky += DIRY (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);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky);
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);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
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);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
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;
65}
66 185
186 m->at (x, y).update ();
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
188}
189
67/* place treasures in the map, given the 190/* place treasures in the map, given the
68map, (required) 191map, (required)
69layout, (required) 192maze, (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, layout &maze, const 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"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 231
101 style_map = find_style(styledirname,treasure_style,-1); 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++)
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 254 {
255 if (maze[i][j] == 'C' || maze[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);
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
294 find_enclosed_spot (map, &i, &j);
295
296 if (wall_blocked (map, i, j))
297 i = -1;
298
299 tries++;
300 }
301
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 302 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 303
304 if (!chest)
305 return;
306
307 i = chest->x;
308 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 309 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 310 {
311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 313 free (doorlist);
128 } 314 }
129 } 315 }
130 } 316 }
317 }
318 else
319 { /* DIFFUSE treasure maze */
320 int ti, i, j;
321
322 for (ti = 0; ti < num_treasures; ti++)
131 } 323 {
132 break; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
133 } 325 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); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 327 }
165 } 328 }
166} 329}
167
168
169 330
170/* put a chest into the map, near x and y, with the treasure style 331/* 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, 332 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 */ 333 if the global variable "treasurestyle" is set to that treasure list's name */
173 334static object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 335place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
175 object *the_chest; 336{
176 int i,xl,yl;
177
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
179 338
180 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 340 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
182 if (i == -1) { 341 if (i == -1)
183 free_object(the_chest); 342 {
343 the_chest->destroy ();
184 return NULL; 344 return NULL;
185 } 345 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 346
347 int xl = x + DIRX (i);
348 int yl = y + DIRY (i);
187 349
188 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 351 if (wall_blocked (map, xl, yl))
190 352 return 0;
191 353
192 /* put the treasures in the chest. */ 354 /* put the treasures in the chest. */
193 /* if(style_map) { */ 355 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 356#if 0 /* don't use treasure style maps for now! */
195 int ti; 357 int ti;
358
196 /* if treasurestyle lists a treasure list, use it. */ 359 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
361
198 if(tlist!=NULL) 362 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 363 for (ti = 0; ti < n_treasures; ti++)
364 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
366
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
202 } 368 }
203 else { /* use the style map */ 369 else
370 { /* use the style map */
371 the_chest->randomitems = tlist;
372 the_chest->stats.hp = n_treasures;
373 }
374#endif
375 { /* neither style_map no treasure list given */
376 treasurelist *tlist = treasurelist::find ("chest");
377
204 the_chest->randomitems=tlist; 378 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 379 the_chest->stats.hp = n_treasures;
206 } 380 }
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 }
213 381
214 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 383 if (treasureoptions & TRAPPED)
384 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
217 object *the_trap; 386
218 if(trap_map) { 387 if (trap_map)
219 the_trap= pick_random_object(trap_map); 388 {
389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
220 the_trap->stats.Cha = 10+RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
222 if(the_trap) { 394 if (the_trap)
223 object *new_trap; 395 {
224 new_trap = arch_to_object(the_trap->arch); 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
225 copy_object(new_trap,the_trap); 397
226 new_trap->x = x; 398 new_trap->x = x;
227 new_trap->y = y; 399 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
401 }
229 } 402 }
230 }
231 } 403 }
232 404
233 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 406 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 407 there's only 1 treasure.... */
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
238 char keybuf[256]; 409 {
239 sprintf(keybuf,"%d",(int)RANDOM()); 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
240 the_chest->slaying = add_string(keybuf); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 } 412 }
243 413
244 /* actually place the chest. */ 414 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 415 the_chest->x = xl;
416 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 418 return the_chest;
248} 419}
249 420
250
251/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
252 or walls */ 422static object *
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 423find_closest_monster (maptile *map, int x, int y)
424{
254 int i; 425 int i;
426
255 for(i=0;i<SIZEOFFREE;i++) { 427 for (i = 0; i < SIZEOFFREE; i++)
428 {
256 int lx,ly; 429 int lx, ly;
257 lx=x+freearr_x[i]; 430
258 ly=y+freearr_y[i]; 431 lx = x + DIRX (i);
432 ly = y + DIRY (i);
259 /* boundscheck */ 433 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
261 /* don't bother searching this square unless the map says life exists.*/ 435 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
437 {
263 object *the_monster=get_map_ob(map,lx,ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
439
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 440 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
441 ;
442
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
266 return the_monster; 444 return the_monster;
445 }
267 } 446 }
268 }
269 return NULL; 447 return NULL;
270} 448}
271
272 449
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. */ 450/* both find_monster_in_room routines need to have access to this. */
362 451
363object *theMonsterToFind; 452static object *theMonsterToFind;
364 453
365/* a recursive routine which will return a monster, eventually,if there is one. 454/* 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 */ 455 it does a check-off on the maze, converting 0's to 1's */
367 456static object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 457find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
458{
369 int i,j; 459 int i, j;
460
370 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 462 if (theMonsterToFind != NULL)
463 return theMonsterToFind;
372 464
373 /* bounds check x and y */ 465 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
467 return theMonsterToFind;
375 468
376 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
470 if (maze[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 471 return theMonsterToFind; /* might be NULL, that's fine. */
378 472
379 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
381 layout[x][y]=1; 475 maze[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
477 {
383 object *the_monster = get_map_ob(map,x,y); 478 object *the_monster = GET_MAP_OB (map, x, y);
479
384 /* check off this point */ 480 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 481 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
483 {
387 theMonsterToFind=the_monster; 484 theMonsterToFind = the_monster;
388 return theMonsterToFind; 485 return theMonsterToFind;
389 } 486 }
390 } 487 }
391 488
392 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
393 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 490 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 491 {
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 492 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
493 if (theMonsterToFind)
494 return theMonsterToFind;
396 } 495 }
496
397 return theMonsterToFind; 497 return theMonsterToFind;
398} 498}
399
400 499
401/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
402 real work. */ 501 real work. */
502static object *
503find_monster_in_room (maptile *map, int x, int y)
504{
505 layout layout2 (map->width, map->height);
403 506
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 507 // find walls
405 char **layout2; 508 for (int i = 0; i < layout2.w; i++)
406 int i,j; 509 for (int j = 0; j < layout2.h; j++)
510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
511
407 theMonsterToFind=0; 512 theMonsterToFind = 0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) {
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#';
414 }
415 }
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
417
418 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) {
420 free(layout2[i]);
421 }
422 free(layout2);
423 514
424 return theMonsterToFind; 515 return theMonsterToFind;
425} 516}
426
427
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x;
432int *room_free_spots_y;
433int number_of_free_spots_in_room;
434 517
435/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 519a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 520that datastructure. */
438 521static void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
440 int i,j; 523{
441
442 /* bounds check x and y */ 524 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
526 return;
444 527
445 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 529 if (maze[x][y] != 0)
530 return;
447 531
448 /* set the current square as checked, and add it to the list. 532 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
450 /* check off this point */ 534 /* check off this point */
451 layout[x][y]=1; 535 maze[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 536 spots.push (point (x, y));
453 room_free_spots_y[number_of_free_spots_in_room]=y; 537
454 number_of_free_spots_in_room++;
455 /* now search all the 8 squares around recursively for free spots,in random order */ 538 /* 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++) { 539 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
457 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
458 }
459 541
460} 542}
461 543
462/* find a random non-blocked spot in this room to drop a key. */ 544/* find a random non-blocked spot in this room to drop a key. */
545static void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 546find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
464 char **layout2; 547{
465 int i,j; 548 fixed_stack<point> spots (map->width * map->height);
466 number_of_free_spots_in_room=0;
467 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);
469 549
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 550 layout layout2 (map->width, map->height);
551
471 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 553 for (int i = 0; i < map->width; i++)
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 554 for (int j = 0; j < map->height; j++)
474 for(j=0;j<RP->Ysize;j++) { 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 556
476 }
477 }
478
479 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
481 559
482 if(number_of_free_spots_in_room > 0) { 560 if (spots.size)
483 i = RANDOM()%number_of_free_spots_in_room; 561 {
484 *kx = room_free_spots_x[i]; 562 point p = spots [rmg_rndm (spots.size)];
485 *ky = room_free_spots_y[i]; 563
564 *kx = p.x;
565 *ky = p.y;
486 } 566 }
487
488 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) {
490 free(layout2[i]);
491 }
492 free(layout2);
493 free(room_free_spots_x);
494 free(room_free_spots_y);
495} 567}
496
497 568
498/* searches the map for a spot with walls around it. The more 569/* 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 570 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.*/ 571 it'll return 0 if no FREE spots are found.*/
501 572static void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 573find_enclosed_spot (maptile *map, int *cx, int *cy)
574{
503 int x,y; 575 int x, y;
504 int i; 576 int i;
577
505 x = *cx;y=*cy; 578 x = *cx;
579 y = *cy;
506 580
507 for(i=0;i<=SIZEOFFREE1;i++) { 581 for (i = 0; i <= SIZEOFFREE1; i++)
582 {
508 int lx,ly,sindex; 583 int lx, ly, sindex;
509 lx = x +freearr_x[i]; 584
510 ly = y +freearr_y[i]; 585 lx = x + DIRX (i);
586 ly = y + DIRY (i);
511 sindex = surround_flag3(map,lx,ly,RP); 587 sindex = surround_flag3 (map, lx, ly);
512 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 590 {
591 *cx = lx;
592 *cy = ly;
515 return; 593 return;
516 } 594 }
517 } 595 }
518 596
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 597 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 599 for (i = 0; i <= SIZEOFFREE1; i++)
600 {
522 int lx,ly,sindex; 601 int lx, ly, sindex;
523 lx = x +freearr_x[i]; 602
524 ly = y +freearr_y[i]; 603 lx = x + DIRX (i);
604 ly = y + DIRY (i);
525 sindex = surround_flag3(map,lx,ly,RP); 605 sindex = surround_flag3 (map, lx, ly);
526 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 607 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 608 {
609 *cx = lx;
610 *cy = ly;
529 return; 611 return;
530 } 612 }
531 } 613 }
532 614
533 /* settle for one surround point */ 615 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 616 for (i = 0; i <= SIZEOFFREE1; i++)
617 {
535 int lx,ly,sindex; 618 int lx, ly, sindex;
536 lx = x +freearr_x[i]; 619
537 ly = y +freearr_y[i]; 620 lx = x + DIRX (i);
621 ly = y + DIRY (i);
538 sindex = surround_flag3(map,lx,ly,RP); 622 sindex = surround_flag3 (map, lx, ly);
539 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 624 if (sindex)
541 *cx= lx;*cy= ly; 625 {
626 *cx = lx;
627 *cy = ly;
542 return; 628 return;
543 } 629 }
544 } 630 }
545 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 633
548 *cx = x +freearr_x[i]; 634 if (i != -1)
549 *cy = y +freearr_y[i]; 635 {
636 *cx = x + DIRX (i);
637 *cy = y + DIRY (i);
638 }
639 else
640 {
641 /* indicate failure */
642 *cx = -1;
643 *cy = -1;
644 }
645}
646
647static void
648remove_monsters (int x, int y, maptile *map)
649{
650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
651 {
652 object *next = tmp->above;
653
654 if (tmp->flag [FLAG_ALIVE])
655 tmp->head_ ()->destroy ();
656
657 tmp = next;
658 }
659}
660
661/* surrounds the point x,y by doors, so as to enclose something, like
662 a chest. It only goes as far as the 8 squares surrounding, and
663 it'll remove any monsters it finds.*/
664static object **
665surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
666{
667 int i;
668 const char *doors[2];
669 object **doorlist;
670 int ndoors_made = 0;
671 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
672
673 /* this is a list we pick from, for horizontal and vertical doors */
674 if (opts & DOORED)
675 {
676 doors[0] = "locked_door2";
677 doors[1] = "locked_door1";
678 }
679 else
680 {
681 doors[0] = "door_1";
682 doors[1] = "door_2";
683 }
684
685 /* place doors in all the 8 adjacent unblocked squares. */
686 for (i = 1; i < 9; i++)
687 {
688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
689
690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
691 { /* place a door */
692 remove_monsters (x1, y1, map);
693
694 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
695 map->insert (new_door, x1, y1);
696 doorlist[ndoors_made] = new_door;
697 ndoors_made++;
698 }
699 }
700
701 return doorlist;
702}
703
704/* returns the first door in this square, or NULL if there isn't a door. */
705static object *
706door_in_square (maptile *map, int x, int y)
707{
708 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
710 return tmp;
711
712 return NULL;
713}
714
715/* the workhorse routine, which finds the doors in a room */
716static void
717find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
718{
719 int i, j;
720 object *door;
721
722 /* bounds check x and y */
723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
550 return; 724 return;
551 }
552 /* indicate failure */
553 *cx=*cy=-1;
554}
555 725
726 /* if the square is blocked or searched already, leave */
727 if (maze[x][y] == 1)
728 return;
556 729
557void remove_monsters(int x,int y,mapstruct *map) { 730 /* check off this point */
558 object *tmp; 731 if (maze[x][y] == '#')
732 { /* there could be a door here */
733 maze[x][y] = 1;
734 door = door_in_square (map, x, y);
735 if (door)
736 {
737 doorlist[*ndoors] = door;
559 738
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 739 if (*ndoors > 1022) /* eek! out of memory */
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 740 {
562 if(tmp->head) tmp=tmp->head; 741 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
563 remove_ob(tmp); 742 return;
564 free_object(tmp); 743 }
565 tmp=get_map_ob(map,x,y); 744
566 if(tmp==NULL) break; 745 *ndoors = *ndoors + 1;
746 }
567 }; 747 }
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 { 748 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];
595 749 {
596 if(!wall_blocked(map,x1,y1) 750 maze[x][y] = 1;
597 || layout[x1][y1]=='>') {/* place a door */ 751
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 752 /* now search all the 8 squares around recursively for free spots,in random order */
599 new_door->x = x + freearr_x[i]; 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
600 new_door->y = y + freearr_y[i]; 754 find_doors_in_room_recursive (maze, map,
601 remove_monsters(new_door->x,new_door->y,map); 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
602 insert_ob_in_map(new_door,map,NULL,0); 756 doorlist, ndoors);
603 doorlist[ndoors_made]=new_door;
604 ndoors_made++;
605 }
606 } 757 }
758}
759
760/* find a random non-blocked spot in this room to drop a key. */
761static object **
762find_doors_in_room (maptile *map, int x, int y)
763{
764 int i, j;
765 int ndoors = 0;
766
767 object **doorlist = (object **)calloc (sizeof (int), 1024);
768
769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
772 /* allocate and copy the maze, converting C to 0. */
773 for (i = 0; i < map->width; i++)
774 for (j = 0; j < map->height; j++)
775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
776
777 /* setup num_free_spots and room_free_spots */
778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
779
607 return doorlist; 780 return doorlist;
608} 781}
609 782
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 783/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
688 785static void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 786lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
787{
690 object *door; 788 object *door;
691 int i; 789 int i;
790
692 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
693 792
694 if(opts & DOORED) { 793 if (opts & DOORED)
794 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
796 {
696 object *new_door=get_archetype("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
697 char keybuf[256]; 798
698 door=doorlist[i]; 799 door = doorlist[i];
699 new_door->face = door->face; 800 new_door->face = door->face;
700 new_door->x = door->x; 801 new_door->x = door->x;
701 new_door->y = door->y; 802 new_door->y = door->y;
702 remove_ob(door); 803 door->destroy ();
703 free_object(door);
704 doorlist[i]=new_door; 804 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 805 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 806 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); 807 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
709 } 808 }
710 } 809 }
711 810
712 /* change the faces of the doors and surrounding walls to hide them. */ 811 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 812 if (opts & HIDDEN)
813 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 814 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
815 {
715 object *wallface; 816 object *wallface;
817
716 door=doorlist[i]; 818 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 819 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 820 if (wallface != NULL)
821 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
723 door->face = wallface->face; 827 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 828
725 free_object(wallface); 829 wallface->destroy ();
830 }
726 } 831 }
727 }
728 } 832 }
729} 833}

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