--- deliantra/server/random_maps/treasure.C 2006/12/12 20:53:03 1.8 +++ deliantra/server/random_maps/treasure.C 2010/07/02 15:03:57 1.57 @@ -1,30 +1,29 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to + */ /* placing treasure in maps, where appropriate. */ - - #include #include #include @@ -44,49 +43,173 @@ #define NO_PASS_DOORS 0 #define PASS_DOORS 1 +static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); +static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); +static void find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP); +static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); +static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); +static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP); +static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); +static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP); +static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); + +/* a macro to get a strongly centered random distribution, + from 0 to x, centered at x/2 */ +static int +bc_random (int x) +{ + return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; +} + +static object * +gen_key (const shstr &keycode) +{ + /* get a key and set its keycode */ + object *key = archetype::get (shstr_key_random_map); + key->slaying = keycode; + return key; +} + +/* places keys in the map, preferably in something alive. + keycode is the key's code, + door_flag is either PASS_DOORS or NO_PASS_DOORS. + NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. + if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: + it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. + + The idea is that you call keyplace on x,y where a door is, and it'll make + sure a key is placed on both sides of the door. +*/ +static int +keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) +{ + int i, j; + int kx = 0, ky = 0; + object *the_keymaster; /* the monster that gets the key. */ + object *the_key = gen_key (keycode); + + if (door_flag == PASS_DOORS) + { + int tries = 0; + + the_keymaster = 0; + while (tries < 15 && !the_keymaster) + { + i = rmg_rndm (RP->Xsize - 2) + 1; + j = rmg_rndm (RP->Ysize - 2) + 1; + tries++; + the_keymaster = find_closest_monster (map, i, j, RP); + } + + /* if we don't find a good keymaster, drop the key on the ground. */ + if (!the_keymaster) + { + int freeindex; + + freeindex = -1; + for (tries = 0; tries < 15 && freeindex == -1; tries++) + { + kx = rmg_rndm (RP->Xsize - 2) + 1; + ky = rmg_rndm (RP->Ysize - 2) + 1; + freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); + } + + // can freeindex ever be < 0? + if (freeindex >= 0) + { + kx += freearr_x [freeindex]; + ky += freearr_y [freeindex]; + } + } + } + else + { /* NO_PASS_DOORS --we have to work harder. */ + /* don't try to keyplace if we're sitting on a blocked square and + NO_PASS_DOORS is set. */ + if (n_keys == 1) + { + if (wall_blocked (map, x, y)) + { + the_key->destroy (); + return 0; + } + + the_keymaster = find_monster_in_room (map, x, y, RP); + if (!the_keymaster) /* if fail, find a spot to drop the key. */ + find_spot_in_room (map, x, y, &kx, &ky, RP); + } + else + { + int sum = 0; /* count how many keys we actually place */ + + /* I'm lazy, so just try to place in all 4 directions. */ + sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); + sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); + sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); + sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); + + if (sum < 2) /* we might have made a disconnected map-place more keys. */ + { /* diagonally this time. */ + keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); + keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); + keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); + keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); + } + + the_key->destroy (); + return 1; + } + } + + if (the_keymaster) + the_keymaster->head_ ()->insert (the_key); + else + { + the_key->x = kx; + the_key->y = ky; + insert_ob_in_map (the_key, map, NULL, 0); + } + + return 1; +} /* returns true if square x,y has P_NO_PASS set, which is true for walls * and doors but not monsters. * This function is not map tile aware. */ - int wall_blocked (maptile *m, int x, int y) { - int r; - if (OUT_OF_REAL_MAP (m, x, y)) return 1; - r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; - return r; + + m->at (x, y).update (); + return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; } /* place treasures in the map, given the map, (required) -layout, (required) +maze, (required) treasure style (may be empty or NULL, or "none" to cause no treasure.) treasureoptions (may be 0 for random choices or positive) */ - void -place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) +place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP) { - char styledirname[256]; - char stylefilepath[256]; - maptile *style_map = 0; int num_treasures; /* bail out if treasure isn't wanted. */ if (treasure_style) if (!strcmp (treasure_style, "none")) return; + if (treasureoptions <= 0) - treasureoptions = RANDOM () % (2 * LAST_OPTION); + treasureoptions = rmg_rndm (2 * LAST_OPTION); /* filter out the mutually exclusive options */ if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) { - if (RANDOM () % 2) + if (rmg_rndm (2)) treasureoptions -= 1; else treasureoptions -= 2; @@ -94,134 +217,139 @@ /* pick the number of treasures */ if (treasureoptions & SPARSE) - num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); + num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); else if (treasureoptions & RICH) - num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); + num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); else - num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); + num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); if (num_treasures <= 0) return; /* get the style map */ - sprintf (styledirname, "%s", "/styles/treasurestyles"); - sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); - style_map = find_style (styledirname, treasure_style, -1); + maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); + + if (!style_map) + { + LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); + return; + } /* all the treasure at one spot in the map. */ if (treasureoptions & CONCENTRATED) { - /* map_layout_style global, and is previously set */ switch (RP->map_layout_style) { - case ONION_LAYOUT: - case SPIRAL_LAYOUT: - case SQUARE_SPIRAL_LAYOUT: - { - int i, j; - - /* search the onion for C's or '>', and put treasure there. */ - for (i = 0; i < RP->Xsize; i++) - { - for (j = 0; j < RP->Ysize; j++) - { - if (layout[i][j] == 'C' || layout[i][j] == '>') - { - int tdiv = RP->symmetry_used; - object **doorlist; - object *chest; - - if (tdiv == 3) - tdiv = 2; /* this symmetry uses a divisor of 2 */ - /* don't put a chest on an exit. */ - chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); - if (!chest) - continue; /* if no chest was placed NEXT */ - if (treasureoptions & (DOORED | HIDDEN)) - { - doorlist = find_doors_in_room (map, i, j, RP); - lock_and_hide_doors (doorlist, map, treasureoptions, RP); - free (doorlist); - } - } - } - } - break; - } - default: - { - int i, j, tries; - object *chest; - object **doorlist; - - i = j = -1; - tries = 0; - while (i == -1 && tries < 100) - { - i = RANDOM () % (RP->Xsize - 2) + 1; - j = RANDOM () % (RP->Ysize - 2) + 1; - find_enclosed_spot (map, &i, &j, RP); - if (wall_blocked (map, i, j)) - i = -1; - tries++; - } - chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); - if (!chest) - return; - i = chest->x; - j = chest->y; - if (treasureoptions & (DOORED | HIDDEN)) - { - doorlist = surround_by_doors (map, layout, i, j, treasureoptions); - lock_and_hide_doors (doorlist, map, treasureoptions, RP); - free (doorlist); - } - } + case LAYOUT_ONION: + case LAYOUT_SPIRAL: + case LAYOUT_SQUARE_SPIRAL: + { + int i, j; + + /* search the onion for C's or '>', and put treasure there. */ + for (i = 0; i < RP->Xsize; i++) + { + for (j = 0; j < RP->Ysize; j++) + { + if (maze[i][j] == 'C' || maze[i][j] == '>') + { + int tdiv = RP->symmetry_used; + object *chest; + + if (tdiv == 3) + tdiv = 2; /* this symmetry uses a divisor of 2 */ + + /* don't put a chest on an exit. */ + chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); + + if (!chest) + continue; /* if no chest was placed NEXT */ + + if (treasureoptions & (DOORED | HIDDEN)) + { + object **doorlist = find_doors_in_room (map, i, j, RP); + lock_and_hide_doors (doorlist, map, treasureoptions, RP); + free (doorlist); + } + } + } + } + break; + } + + default: + { + int i, j, tries; + object *chest; + object **doorlist; + + i = j = -1; + tries = 0; + while (i == -1 && tries < 100) + { + i = rmg_rndm (RP->Xsize - 2) + 1; + j = rmg_rndm (RP->Ysize - 2) + 1; + find_enclosed_spot (map, &i, &j, RP); + + if (wall_blocked (map, i, j)) + i = -1; + + tries++; + } + + chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); + + if (!chest) + return; + + i = chest->x; + j = chest->y; + if (treasureoptions & (DOORED | HIDDEN)) + { + doorlist = surround_by_doors (map, maze, i, j, treasureoptions); + lock_and_hide_doors (doorlist, map, treasureoptions, RP); + free (doorlist); + } + } } } else - { /* DIFFUSE treasure layout */ + { /* DIFFUSE treasure maze */ int ti, i, j; for (ti = 0; ti < num_treasures; ti++) { - i = RANDOM () % (RP->Xsize - 2) + 1; - j = RANDOM () % (RP->Ysize - 2) + 1; + i = rmg_rndm (RP->Xsize - 2) + 1; + j = rmg_rndm (RP->Ysize - 2) + 1; place_chest (treasureoptions, i, j, map, style_map, 1, RP); } } } - - /* put a chest into the map, near x and y, with the treasure style determined (may be null, or may be a treasure list from lib/treasures, if the global variable "treasurestyle" is set to that treasure list's name */ - -object * -place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) +static object * +place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) { - object *the_chest; - int i, xl, yl; - - the_chest = get_archetype ("chest"); /* was "chest_2" */ + object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ /* first, find a place to put the chest. */ - i = find_first_free_spot (the_chest, map, x, y); + int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng if (i == -1) { - the_chest->destroy (0); + the_chest->destroy (); return NULL; } - xl = x + freearr_x[i]; - yl = y + freearr_y[i]; + + int xl = x + freearr_x[i]; + int yl = y + freearr_y[i]; /* if the placement is blocked, return a fail. */ if (wall_blocked (map, xl, yl)) return 0; - /* put the treasures in the chest. */ /* if(style_map) { */ #if 0 /* don't use treasure style maps for now! */ @@ -233,9 +361,9 @@ if (tlist != NULL) for (ti = 0; ti < n_treasures; ti++) { /* use the treasure list */ - object *new_treasure = pick_random_object (style_map); + object *new_treasure = style_map->pick_random_object (rmg_rndm); - insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); + insert_ob_in_ob (new_treasure->arch->instance (), the_chest); } else { /* use the style map */ @@ -243,9 +371,8 @@ the_chest->stats.hp = n_treasures; } #endif - else { /* neither style_map no treasure list given */ - treasurelist *tlist = find_treasurelist ("chest"); + treasurelist *tlist = treasurelist::find ("chest"); the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; @@ -254,20 +381,19 @@ /* stick a trap in the chest if required */ if (treasureoptions & TRAPPED) { - maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); - object *the_trap; + maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); if (trap_map) { - the_trap = pick_random_object (trap_map); + object *the_trap = trap_map->pick_random_object (rmg_rndm); + the_trap->stats.Cha = 10 + RP->difficulty; - the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); + the_trap->level = bc_random ((3 * RP->difficulty) / 2); + if (the_trap) { - object *new_trap; + object *new_trap = the_trap->arch->instance ();//TODO: why not clone? - new_trap = arch_to_object (the_trap->arch); - copy_object (new_trap, the_trap); new_trap->x = x; new_trap->y = y; insert_ob_in_ob (new_trap, the_chest); @@ -278,14 +404,10 @@ /* set the chest lock code, and call the keyplacer routine with the lockcode. It's not worth bothering to lock the chest if there's only 1 treasure.... */ - if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) { - char keybuf[256]; - - sprintf (keybuf, "%d", (int) RANDOM ()); - the_chest->slaying = keybuf; - keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); + the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); + keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); } /* actually place the chest. */ @@ -295,11 +417,9 @@ return the_chest; } - -/* finds the closest monster and returns him, regardless of doors - or walls */ -object * -find_closest_monster (maptile *map, int x, int y, RMParms * RP) +/* finds the closest monster and returns him, regardless of doors or walls */ +static object * +find_closest_monster (maptile *map, int x, int y, random_map_params *RP) { int i; @@ -314,127 +434,24 @@ /* don't bother searching this square unless the map says life exists. */ if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) { - object *the_monster = get_map_ob (map, lx, ly); + object *the_monster = GET_MAP_OB (map, lx, ly); - for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); - if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) + for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above); + if (the_monster && the_monster->flag [FLAG_MONSTER]) return the_monster; } } return NULL; } - - -/* places keys in the map, preferably in something alive. - keycode is the key's code, - door_flag is either PASS_DOORS or NO_PASS_DOORS. - NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. - if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: - it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. - - The idea is that you call keyplace on x,y where a door is, and it'll make - sure a key is placed on both sides of the door. -*/ - -int -keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) -{ - int i, j; - int kx, ky; - object *the_keymaster; /* the monster that gets the key. */ - object *the_key; - - /* get a key and set its keycode */ - the_key = get_archetype ("key2"); - the_key->slaying = keycode; - - if (door_flag == PASS_DOORS) - { - int tries = 0; - - the_keymaster = NULL; - while (tries < 15 && the_keymaster == NULL) - { - i = (RANDOM () % (RP->Xsize - 2)) + 1; - j = (RANDOM () % (RP->Ysize - 2)) + 1; - tries++; - the_keymaster = find_closest_monster (map, i, j, RP); - } - /* if we don't find a good keymaster, drop the key on the ground. */ - if (the_keymaster == NULL) - { - int freeindex; - - freeindex = -1; - for (tries = 0; tries < 15 && freeindex == -1; tries++) - { - kx = (RANDOM () % (RP->Xsize - 2)) + 1; - ky = (RANDOM () % (RP->Ysize - 2)) + 1; - freeindex = find_first_free_spot (the_key, map, kx, ky); - } - if (freeindex != -1) - { - kx += freearr_x[freeindex]; - ky += freearr_y[freeindex]; - } - } - } - else - { /* NO_PASS_DOORS --we have to work harder. */ - /* don't try to keyplace if we're sitting on a blocked square and - NO_PASS_DOORS is set. */ - if (n_keys == 1) - { - if (wall_blocked (map, x, y)) - return 0; - the_keymaster = find_monster_in_room (map, x, y, RP); - if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ - find_spot_in_room (map, x, y, &kx, &ky, RP); - } - else - { - int sum = 0; /* count how many keys we actually place */ - - /* I'm lazy, so just try to place in all 4 directions. */ - sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); - sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); - sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); - sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); - if (sum < 2) /* we might have made a disconnected map-place more keys. */ - { /* diagnoally this time. */ - keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); - keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); - keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); - keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); - } - return 1; - } - } - - if (the_keymaster == NULL) - { - the_key->x = kx; - the_key->y = ky; - insert_ob_in_map (the_key, map, NULL, 0); - return 1; - } - - insert_ob_in_ob (the_key, the_keymaster); - return 1; -} - - - /* both find_monster_in_room routines need to have access to this. */ -object *theMonsterToFind; +static object *theMonsterToFind; /* a recursive routine which will return a monster, eventually,if there is one. - it does a check-off on the layout, converting 0's to 1's */ - -object * -find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) + it does a check-off on the maze, converting 0's to 1's */ +static object * +find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP) { int i, j; @@ -447,19 +464,19 @@ return theMonsterToFind; /* if the square is blocked or searched already, leave */ - if (layout[x][y] != 0) + if (maze[x][y] != 0) return theMonsterToFind; /* might be NULL, that's fine. */ /* check the current square for a monster. If there is one, set theMonsterToFind and return it. */ - layout[x][y] = 1; + maze[x][y] = 1; if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) { - object *the_monster = get_map_ob (map, x, y); + object *the_monster = GET_MAP_OB (map, x, y); /* check off this point */ - for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); - if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) + for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); + if (the_monster && the_monster->flag [FLAG_ALIVE]) { theMonsterToFind = the_monster; return theMonsterToFind; @@ -467,63 +484,44 @@ } /* now search all the 8 squares around recursively for a monster,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) { - theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); + theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); if (theMonsterToFind != NULL) return theMonsterToFind; } + return theMonsterToFind; } - /* sets up some data structures: the _recursive form does the real work. */ - -object * -find_monster_in_room (maptile *map, int x, int y, RMParms * RP) +static object * +find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) { - char **layout2; - int i, j; + layout layout2 (map->width, map->height); + + // find walls + for (int i = 0; i < layout2.w; i++) + for (int j = 0; j < layout2.h; j++) + layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; theMonsterToFind = 0; - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); - /* allocate and copy the layout, converting C to 0. */ - for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } - } theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - { - free (layout2[i]); - } - free (layout2); - return theMonsterToFind; } - - - /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ -int *room_free_spots_x; -int *room_free_spots_y; -int number_of_free_spots_in_room; +static int *room_free_spots_x; +static int *room_free_spots_y; +static int number_of_free_spots_in_room; /* the workhorse routine, which finds the free spots in a room: a datastructure of free points is set up, and a position chosen from that datastructure. */ - -void -find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) +static void +find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP) { int i, j; @@ -532,27 +530,26 @@ return; /* if the square is blocked or searched already, leave */ - if (layout[x][y] != 0) + if (maze[x][y] != 0) return; /* set the current square as checked, and add it to the list. set theMonsterToFind and return it. */ /* check off this point */ - layout[x][y] = 1; + maze[x][y] = 1; room_free_spots_x[number_of_free_spots_in_room] = x; room_free_spots_y[number_of_free_spots_in_room] = y; number_of_free_spots_in_room++; + /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) - { - find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); - } + for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); } /* find a random non-blocked spot in this room to drop a key. */ -void -find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) +static void +find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) { char **layout2; int i, j; @@ -562,15 +559,13 @@ room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); layout2 = (char **) calloc (sizeof (char *), RP->Xsize); - /* allocate and copy the layout, converting C to 0. */ + /* allocate and copy the maze, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) { layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } + if (wall_blocked (map, i, j)) + layout2[i][j] = '#'; } /* setup num_free_spots and room_free_spots */ @@ -578,16 +573,15 @@ if (number_of_free_spots_in_room > 0) { - i = RANDOM () % number_of_free_spots_in_room; + i = rmg_rndm (number_of_free_spots_in_room); *kx = room_free_spots_x[i]; *ky = room_free_spots_y[i]; } - /* deallocate the temp. layout */ + /* deallocate the temp. maze */ for (i = 0; i < RP->Xsize; i++) - { - free (layout2[i]); - } + free (layout2[i]); + free (layout2); free (room_free_spots_x); free (room_free_spots_y); @@ -597,9 +591,8 @@ /* searches the map for a spot with walls around it. The more walls the better, but it'll settle for 1 wall, or even 0, but it'll return 0 if no FREE spots are found.*/ - -void -find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) +static void +find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) { int x, y; int i; @@ -613,7 +606,7 @@ lx = x + freearr_x[i]; ly = y + freearr_y[i]; - sindex = surround_flag3 (map, lx, ly, RP); + sindex = surround_flag3 (map, lx, ly); /* if it's blocked on 3 sides, it's enclosed */ if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) { @@ -631,7 +624,7 @@ lx = x + freearr_x[i]; ly = y + freearr_y[i]; - sindex = surround_flag3 (map, lx, ly, RP); + sindex = surround_flag3 (map, lx, ly); /* if it's blocked on 3 sides, it's enclosed */ if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) { @@ -648,7 +641,7 @@ lx = x + freearr_x[i]; ly = y + freearr_y[i]; - sindex = surround_flag3 (map, lx, ly, RP); + sindex = surround_flag3 (map, lx, ly); /* if it's blocked on 3 sides, it's enclosed */ if (sindex) { @@ -658,46 +651,43 @@ } } /* give up and return the closest free spot. */ - i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); - if (i != -1 && i <= SIZEOFFREE1) + i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); + + if (i != -1) { *cx = x + freearr_x[i]; *cy = y + freearr_y[i]; - return; } - /* indicate failure */ - *cx = *cy = -1; + else + { + /* indicate failure */ + *cx = -1; + *cy = -1; + } } - -void +static void remove_monsters (int x, int y, maptile *map) { - object *tmp; + for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) + { + object *next = tmp->above; - for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) - if (QUERY_FLAG (tmp, FLAG_ALIVE)) - { - if (tmp->head) - tmp = tmp->head; - tmp->remove (); - tmp->destroy (0); - tmp = get_map_ob (map, x, y); - if (tmp == NULL) - break; - }; -} + if (tmp->flag [FLAG_ALIVE]) + tmp->head_ ()->destroy (); + tmp = next; + } +} /* surrounds the point x,y by doors, so as to enclose something, like a chest. It only goes as far as the 8 squares surrounding, and it'll remove any monsters it finds.*/ - -object ** -surround_by_doors (maptile *map, char **layout, int x, int y, int opts) +static object ** +surround_by_doors (maptile *map, char **maze, int x, int y, int opts) { int i; - char *doors[2]; + const char *doors[2]; object **doorlist; int ndoors_made = 0; doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ @@ -719,38 +709,34 @@ { int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; - if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') + if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') { /* place a door */ - object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); + remove_monsters (x1, y1, map); - new_door->x = x + freearr_x[i]; - new_door->y = y + freearr_y[i]; - remove_monsters (new_door->x, new_door->y, map); - insert_ob_in_map (new_door, map, NULL, 0); + object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); + map->insert (new_door, x1, y1); doorlist[ndoors_made] = new_door; ndoors_made++; } } + return doorlist; } - /* returns the first door in this square, or NULL if there isn't a door. */ -object * +static object * door_in_square (maptile *map, int x, int y) { - object *tmp; - - for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) return tmp; + return NULL; } - /* the workhorse routine, which finds the doors in a room */ -void -find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) +static void +find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) { int i, j; object *door; @@ -760,79 +746,66 @@ return; /* if the square is blocked or searched already, leave */ - if (layout[x][y] == 1) + if (maze[x][y] == 1) return; /* check off this point */ - if (layout[x][y] == '#') + if (maze[x][y] == '#') { /* there could be a door here */ - layout[x][y] = 1; + maze[x][y] = 1; door = door_in_square (map, x, y); - if (door != NULL) + if (door) { doorlist[*ndoors] = door; - if (*ndoors > 254) /* eek! out of memory */ + + if (*ndoors > 1022) /* eek! out of memory */ { LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); return; } + *ndoors = *ndoors + 1; } } else { - layout[x][y] = 1; + maze[x][y] = 1; + /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) - { - find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); - } + for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) + find_doors_in_room_recursive (maze, map, + x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], + doorlist, ndoors, RP); } } /* find a random non-blocked spot in this room to drop a key. */ -object ** -find_doors_in_room (maptile *map, int x, int y, RMParms * RP) +static object ** +find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) { - char **layout2; - object **doorlist; int i, j; int ndoors = 0; - doorlist = (object **) calloc (sizeof (int), 256); + object **doorlist = (object **)calloc (sizeof (int), 1024); + layout layout2 (RP->Xsize, RP->Ysize); + layout2.clear (); - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); - /* allocate and copy the layout, converting C to 0. */ + /* allocate and copy the maze, converting C to 0. */ for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } - } + for (j = 0; j < RP->Ysize; j++) + layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; /* setup num_free_spots and room_free_spots */ find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - { - free (layout2[i]); - } - free (layout2); return doorlist; } - - /* locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors. */ - -void -lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) +static void +lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) { object *door; int i; @@ -841,22 +814,19 @@ if (opts & DOORED) { - for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) + for (i = 0, door = doorlist[0]; doorlist[i]; i++) { - object *new_door = get_archetype ("locked_door1"); - char keybuf[256]; + object *new_door = get_archetype (shstr_locked_door1); door = doorlist[i]; new_door->face = door->face; new_door->x = door->x; new_door->y = door->y; - door->remove (); - door->destroy (0); + door->destroy (); doorlist[i] = new_door; insert_ob_in_map (new_door, map, NULL, 0); - sprintf (keybuf, "%d", (int) RANDOM ()); - new_door->slaying = keybuf; - keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); + new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); + keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); } } @@ -875,10 +845,10 @@ retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); + door->face = wallface->face; - if (!QUERY_FLAG (wallface, FLAG_REMOVED)) - wallface->remove (); - wallface->destroy (0); + + wallface->destroy (); } } }