ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 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 1.2 2006/08/29 08:01:36 root 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
52 47static object *find_closest_monster (maptile *map, int x, int y);
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 48static object *find_monster_in_room (maptile *map, int x, int y);
54 * and doors but not monsters. 49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
55 * This function is not map tile aware.
56 */
57
58int wall_blocked(mapstruct *m, int x, int y) {
59 int r;
60
61 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;
65}
66
67/* place treasures in the map, given the
68map, (required)
69layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive)
72*/
73
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) {
75 char styledirname[256];
76 char stylefilepath[256];
77 mapstruct *style_map=0;
78 int num_treasures;
79
80 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return;
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION);
83
84 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) {
86 if(RANDOM()%2) treasureoptions -=1;
87 else treasureoptions-=2;}
88
89 /* pick the number of treasures */
90 if(treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1);
92 else if(treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1);
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1);
95
96 if(num_treasures <= 0 ) return;
97
98 /* 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);
102
103 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) {
105
106 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) {
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 {
112 int i,j;
113 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) {
115 for(j=0;j<RP->Ysize;j++) {
116 if(layout[i][j]=='C' || layout[i][j]=='>') {
117 int tdiv = RP->symmetry_used;
118 object **doorlist;
119 object *chest;
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/
121 /* don't put a chest on an exit. */
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP);
123 if(!chest) continue; /* if no chest was placed NEXT */
124 if(treasureoptions & (DOORED|HIDDEN)) {
125 doorlist=find_doors_in_room(map,i,j,RP);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
127 free(doorlist);
128 }
129 }
130 }
131 }
132 break;
133 }
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);
164 }
165 }
166}
167
168
169
170/* 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,
172 if the global variable "treasurestyle" is set to that treasure list's name */
173
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
175 object *the_chest; 51static object **find_doors_in_room (maptile *map, int x, int y);
176 int i,xl,yl; 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);
177 55
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 56/* a macro to get a strongly centered random distribution,
179 57 from 0 to x, centered at x/2 */
180 /* first, find a place to put the chest. */ 58static int
181 i = find_first_free_spot(the_chest,map,x,y); 59bc_random (int x)
182 if (i == -1) { 60{
183 free_object(the_chest); 61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
184 return NULL;
185 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i];
187
188 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0;
190
191
192 /* put the treasures in the chest. */
193 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */
195 int ti;
196 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle);
198 if(tlist!=NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map);
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest);
202 }
203 else { /* use the style map */
204 the_chest->randomitems=tlist;
205 the_chest->stats.hp = n_treasures;
206 }
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
214 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1);
217 object *the_trap;
218 if(trap_map) {
219 the_trap= pick_random_object(trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2);
222 if(the_trap) {
223 object *new_trap;
224 new_trap = arch_to_object(the_trap->arch);
225 copy_object(new_trap,the_trap);
226 new_trap->x = x;
227 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest);
229 }
230 }
231 }
232
233 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/
236
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) {
238 char keybuf[256];
239 sprintf(keybuf,"%d",(int)RANDOM());
240 the_chest->slaying = add_string(keybuf);
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP);
242 }
243
244 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0);
247 return the_chest;
248} 62}
249 63
250 64static object *
251/* finds the closest monster and returns him, regardless of doors 65gen_key (const shstr &keycode)
252 or walls */ 66{
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 67 /* get a key and set its keycode */
254 int i; 68 object *key = archetype::get (shstr_key_random_map);
255 for(i=0;i<SIZEOFFREE;i++) { 69 key->slaying = keycode;
256 int lx,ly; 70 return key;
257 lx=x+freearr_x[i];
258 ly=y+freearr_y[i];
259 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) {
263 object *the_monster=get_map_ob(map,lx,ly);
264 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))
266 return the_monster;
267 }
268 }
269 return NULL;
270} 71}
271
272 72
273
274/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 74 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 75 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. 76 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: 77 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. 78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 79
281 The idea is that you call keyplace on x,y where a door is, and it'll make 80 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. 81 sure a key is placed on both sides of the door.
283*/ 82*/
284 83static int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
85{
286 int i,j; 86 int i, j;
287 int kx,ky; 87 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 88 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 89 object *the_key = gen_key (keycode);
290 90
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) { 91 if (door_flag == PASS_DOORS)
92 {
297 int tries=0; 93 int tries = 0;
94
298 the_keymaster=NULL; 95 the_keymaster = 0;
299 while(tries<15&&the_keymaster==NULL) { 96 while (tries < 15 && !the_keymaster)
300 i = (RANDOM()%(RP->Xsize-2))+1; 97 {
301 j = (RANDOM()%(RP->Ysize-2))+1; 98 i = rmg_rndm (map->width - 2) + 1;
99 j = rmg_rndm (map->height - 2) + 1;
302 tries++; 100 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP); 101 the_keymaster = find_closest_monster (map, i, j);
304 } 102 }
103
305 /* if we don't find a good keymaster, drop the key on the ground. */ 104 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) { 105 if (!the_keymaster)
106 {
307 int freeindex; 107 int freeindex;
308 108
309 freeindex = -1; 109 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
311 kx = (RANDOM()%(RP->Xsize-2))+1; 111 {
312 ky = (RANDOM()%(RP->Ysize-2))+1; 112 kx = rmg_rndm (map->width - 2) + 1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky); 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}
175
176/* returns true if square x,y has P_NO_PASS set, which is true for walls
177 * and doors but not monsters.
178 * This function is not map tile aware.
179 */
180int
181wall_blocked (maptile *m, int x, int y)
182{
183 if (OUT_OF_REAL_MAP (m, x, y))
184 return 1;
185
186 m->at (x, y).update ();
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
188}
189
190/* place treasures in the map, given the
191map, (required)
192maze, (required)
193treasure style (may be empty or NULL, or "none" to cause no treasure.)
194treasureoptions (may be 0 for random choices or positive)
195*/
196void
197place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
198{
199 int num_treasures;
200
201 /* bail out if treasure isn't wanted. */
202 if (treasure_style)
203 if (!strcmp (treasure_style, "none"))
204 return;
205
206 if (treasureoptions <= 0)
207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
208
209 /* filter out the mutually exclusive options */
210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
211 {
212 if (rmg_rndm (2))
213 treasureoptions -= 1;
214 else
215 treasureoptions -= 2;
216 }
217
218 /* pick the number of treasures */
219 if (treasureoptions & SPARSE)
220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
221 else if (treasureoptions & RICH)
222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
223 else
224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
225
226 if (num_treasures <= 0)
227 return;
228
229 /* get the style map */
230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
237
238 /* all the treasure at one spot in the map. */
239 if (treasureoptions & CONCENTRATED)
240 {
241 /* map_layout_style global, and is previously set */
242 switch (RP->map_layout_style)
243 {
244 case LAYOUT_ONION:
245 case LAYOUT_SPIRAL:
246 case LAYOUT_SQUARE_SPIRAL:
247 {
248 int i, j;
249
250 /* search the onion for C's or '>', and put treasure there. */
251 for (i = 0; i < RP->Xsize; i++)
252 {
253 for (j = 0; j < RP->Ysize; j++)
254 {
255 if (maze[i][j] == 'C' || maze[i][j] == '>')
256 {
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;
285 object **doorlist;
286
287 i = j = -1;
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
302 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
303
304 if (!chest)
305 return;
306
307 i = chest->x;
308 j = chest->y;
309 if (treasureoptions & (DOORED | HIDDEN))
310 {
311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
313 free (doorlist);
314 }
315 }
316 }
317 }
318 else
319 { /* DIFFUSE treasure maze */
320 int ti, i, j;
321
322 for (ti = 0; ti < num_treasures; ti++)
323 {
324 i = rmg_rndm (RP->Xsize - 2) + 1;
325 j = rmg_rndm (RP->Ysize - 2) + 1;
326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
327 }
328 }
329}
330
331/* put a chest into the map, near x and y, with the treasure style
332 determined (may be null, or may be a treasure list from lib/treasures,
333 if the global variable "treasurestyle" is set to that treasure list's name */
334static object *
335place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
336{
337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
338
339 /* first, find a place to put the chest. */
340 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
341 if (i == -1)
342 {
343 the_chest->destroy ();
344 return NULL;
345 }
346
347 int xl = x + DIRX (i);
348 int yl = y + DIRY (i);
349
350 /* if the placement is blocked, return a fail. */
351 if (wall_blocked (map, xl, yl))
352 return 0;
353
354 /* put the treasures in the chest. */
355 /* if(style_map) { */
356#if 0 /* don't use treasure style maps for now! */
357 int ti;
358
359 /* if treasurestyle lists a treasure list, use it. */
360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
361
362 if (tlist != NULL)
363 for (ti = 0; ti < n_treasures; ti++)
364 { /* use the treasure list */
365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
366
367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
314 } 368 }
315 if(freeindex != -1) { 369 else
316 kx += freearr_x[freeindex]; 370 { /* use the style map */
317 ky += freearr_y[freeindex]; 371 the_chest->randomitems = tlist;
372 the_chest->stats.hp = n_treasures;
318 } 373 }
319 } 374#endif
375 { /* neither style_map no treasure list given */
376 treasurelist *tlist = treasurelist::find ("chest");
377
378 the_chest->randomitems = tlist;
379 the_chest->stats.hp = n_treasures;
320 } 380 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/ 381
322 /* don't try to keyplace if we're sitting on a blocked square and 382 /* stick a trap in the chest if required */
323 NO_PASS_DOORS is set. */ 383 if (treasureoptions & TRAPPED)
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 } 384 {
330 else { 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
331 int sum=0; /* count how many keys we actually place */ 386
332 /* I'm lazy, so just try to place in all 4 directions. */ 387 if (trap_map)
333 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP); 388 {
334 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
335 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); 390
336 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); 391 the_trap->stats.Cha = 10 + RP->difficulty;
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
338 { /* diagnoally this time. */ 393
339 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 394 if (the_trap)
340 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); 395 {
341 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
342 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); 397
398 new_trap->x = x;
399 new_trap->y = y;
400 insert_ob_in_ob (new_trap, the_chest);
401 }
402 }
403 }
404
405 /* set the chest lock code, and call the keyplacer routine with
406 the lockcode. It's not worth bothering to lock the chest if
407 there's only 1 treasure.... */
408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
409 {
410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
412 }
413
414 /* actually place the chest. */
415 the_chest->x = xl;
416 the_chest->y = yl;
417 insert_ob_in_map (the_chest, map, NULL, 0);
418 return the_chest;
419}
420
421/* finds the closest monster and returns him, regardless of doors or walls */
422static object *
423find_closest_monster (maptile *map, int x, int y)
424{
425 int i;
426
427 for (i = 0; i < SIZEOFFREE; i++)
428 {
429 int lx, ly;
430
431 lx = x + DIRX (i);
432 ly = y + DIRY (i);
433 /* boundscheck */
434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
435 /* don't bother searching this square unless the map says life exists. */
436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
437 {
438 object *the_monster = GET_MAP_OB (map, lx, ly);
439
440 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
441 ;
442
443 if (the_monster && the_monster->flag [FLAG_MONSTER])
444 return the_monster;
343 } 445 }
344 return 1;
345 }
346 } 446 }
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; 447 return NULL;
357} 448}
358 449
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 {
550 return; 636 *cx = x + DIRX (i);
637 *cy = y + DIRY (i);
551 } 638 }
639 else
640 {
552 /* indicate failure */ 641 /* indicate failure */
553 *cx=*cy=-1; 642 *cx = -1;
554} 643 *cy = -1;
555
556
557void remove_monsters(int x,int y,mapstruct *map) {
558 object *tmp;
559
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above)
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) {
562 if(tmp->head) tmp=tmp->head;
563 remove_ob(tmp);
564 free_object(tmp);
565 tmp=get_map_ob(map,x,y);
566 if(tmp==NULL) break;
567 }; 644 }
568} 645}
569 646
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}
570 660
571/* surrounds the point x,y by doors, so as to enclose something, like 661/* 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 662 a chest. It only goes as far as the 8 squares surrounding, and
573 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
574 664static object **
575object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 665surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
666{
576 int i; 667 int i;
577 char *doors[2]; 668 const char *doors[2];
578 object **doorlist; 669 object **doorlist;
579 int ndoors_made=0; 670 int ndoors_made = 0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 671 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
581 672
582 /* this is a list we pick from, for horizontal and vertical doors */ 673 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) { 674 if (opts & DOORED)
675 {
584 doors[0]="locked_door2"; 676 doors[0] = "locked_door2";
585 doors[1]="locked_door1"; 677 doors[1] = "locked_door1";
586 } 678 }
587 else { 679 else
680 {
588 doors[0]="door_1"; 681 doors[0] = "door_1";
589 doors[1]="door_2"; 682 doors[1] = "door_2";
590 } 683 }
591 684
592 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) { 686 for (i = 1; i < 9; i++)
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i];
595 687 {
596 if(!wall_blocked(map,x1,y1) 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
597 || layout[x1][y1]=='>') {/* place a door */ 689
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
599 new_door->x = x + freearr_x[i]; 691 { /* place a door */
600 new_door->y = y + freearr_y[i]; 692 remove_monsters (x1, y1, map);
601 remove_monsters(new_door->x,new_door->y,map); 693
602 insert_ob_in_map(new_door,map,NULL,0); 694 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
695 map->insert (new_door, x1, y1);
603 doorlist[ndoors_made]=new_door; 696 doorlist[ndoors_made] = new_door;
604 ndoors_made++; 697 ndoors_made++;
605 } 698 }
606 } 699 }
700
607 return doorlist; 701 return doorlist;
608} 702}
609 703
610
611/* returns the first door in this square, or NULL if there isn't a door. */ 704/* returns the first door in this square, or NULL if there isn't a door. */
705static object *
612object *door_in_square(mapstruct *map,int x,int y) { 706door_in_square (maptile *map, int x, int y)
613 object *tmp; 707{
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 708 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
710 return tmp;
711
616 return NULL; 712 return NULL;
617} 713}
618
619 714
620/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
716static void
621void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 717find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
718{
622 int i,j; 719 int i, j;
623 object *door; 720 object *door;
624 721
625 /* bounds check x and y */ 722 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
724 return;
627 725
628 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return; 727 if (maze[x][y] == 1)
728 return;
630 729
631 /* check off this point */ 730 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */ 731 if (maze[x][y] == '#')
633 layout[x][y]=1; 732 { /* there could be a door here */
733 maze[x][y] = 1;
634 door=door_in_square(map,x,y); 734 door = door_in_square (map, x, y);
635 if(door!=NULL) { 735 if (door)
736 {
636 doorlist[*ndoors]=door; 737 doorlist[*ndoors] = door;
738
637 if(*ndoors>254) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
638 { 740 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 741 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return; 742 return;
641 } 743 }
744
642 *ndoors=*ndoors+1; 745 *ndoors = *ndoors + 1;
643 } 746 }
644 } 747 }
645 else { 748 else
646 layout[x][y]=1; 749 {
750 maze[x][y] = 1;
751
647 /* now search all the 8 squares around recursively for free spots,in random order */ 752 /* 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++) { 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; 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); 754 find_doors_in_room_recursive (maze, map,
650 } 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
756 doorlist, ndoors);
651 } 757 }
652} 758}
653 759
654/* find a random non-blocked spot in this room to drop a key. */ 760/* 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) { 761static object **
656 char **layout2; 762find_doors_in_room (maptile *map, int x, int y)
657 object **doorlist; 763{
658 int i,j; 764 int i, j;
659 int ndoors=0; 765 int ndoors = 0;
660 766
661 doorlist = (object **)calloc(sizeof(int),256); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
662 768
769 layout layout2 (map->width, map->height);
770 layout2.clear ();
663 771
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) { 773 for (i = 0; i < map->width; i++)
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 774 for (j = 0; j < map->height; j++)
668 for(j=0;j<RP->Ysize;j++) { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 776
670 }
671 }
672
673 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
675 779
676 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) {
678 free(layout2[i]);
679 }
680 free(layout2);
681 return doorlist; 780 return doorlist;
682} 781}
683
684
685 782
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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines