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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84
85 if (door_flag == PASS_DOORS)
86 {
87 int tries = 0;
88
89 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster)
91 {
92 i = rmg_rndm (RP->Xsize - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1;
94 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP);
96 }
97
98 /* if we don't find a good keymaster, drop the key on the ground. */
99 if (!the_keymaster)
100 {
101 int freeindex;
102
103 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1);
109 }
110
111 // can freeindex ever be < 0?
112 if (freeindex >= 0)
113 {
114 kx += freearr_x [freeindex];
115 ky += freearr_y [freeindex];
116 }
117 }
118 }
119 else
120 { /* NO_PASS_DOORS --we have to work harder. */
121 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */
123 if (n_keys == 1)
124 {
125 if (wall_blocked (map, x, y))
126 return 0;
127
128 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 }
132 else
133 {
134 int sum = 0; /* count how many keys we actually place */
135
136 /* I'm lazy, so just try to place in all 4 directions. */
137 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
141
142 if (sum < 2) /* we might have made a disconnected map-place more keys. */
143 { /* diagonally this time. */
144 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 }
149
150 return 1;
151 }
152 }
153
154 object *the_key = gen_key (keycode);
155
156 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key);
158 else
159 {
160 the_key->x = kx;
161 the_key->y = ky;
162 insert_ob_in_map (the_key, map, NULL, 0);
163 }
164
165 return 1;
166}
49 167
50/* returns true if square x,y has P_NO_PASS set, which is true for walls 168/* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters. 169 * and doors but not monsters.
52 * This function is not map tile aware. 170 * This function is not map tile aware.
53 */ 171 */
54
55int 172int
56wall_blocked (maptile *m, int x, int y) 173wall_blocked (maptile *m, int x, int y)
57{ 174{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 175 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 176 return 1;
177
178 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 180}
65 181
66/* place treasures in the map, given the 182/* place treasures in the map, given the
67map, (required) 183map, (required)
68layout, (required) 184layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 185treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 186treasureoptions (may be 0 for random choices or positive)
71*/ 187*/
72
73void 188void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 189place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 190{
76 char styledirname[1024]; 191 char styledirname[1024];
77 char stylefilepath[1024]; 192 char stylefilepath[1024];
80 195
81 /* bail out if treasure isn't wanted. */ 196 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 197 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 198 if (!strcmp (treasure_style, "none"))
84 return; 199 return;
200
85 if (treasureoptions <= 0) 201 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 202 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 203
88 /* filter out the mutually exclusive options */ 204 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 205 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 206 {
91 if (RANDOM () % 2) 207 if (rmg_rndm (2))
92 treasureoptions -= 1; 208 treasureoptions -= 1;
93 else 209 else
94 treasureoptions -= 2; 210 treasureoptions -= 2;
95 } 211 }
96 212
97 /* pick the number of treasures */ 213 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 214 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 215 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH) 216 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else 218 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 219 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
104 220
105 if (num_treasures <= 0) 221 if (num_treasures <= 0)
106 return; 222 return;
107 223
108 /* get the style map */ 224 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 225 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 227 style_map = find_style (styledirname, treasure_style, -1);
112 228
229 if (!style_map)
230 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
232 return;
233 }
234
113 /* all the treasure at one spot in the map. */ 235 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 236 if (treasureoptions & CONCENTRATED)
115 { 237 {
116
117 /* map_layout_style global, and is previously set */ 238 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
119 { 240 {
120 case LAYOUT_ONION: 241 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 242 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 250 for (j = 0; j < RP->Ysize; j++)
130 { 251 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 252 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 253 {
133 int tdiv = RP->symmetry_used; 254 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 255 object *chest;
136 256
137 if (tdiv == 3) 257 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 258 tdiv = 2; /* this symmetry uses a divisor of 2 */
259
139 /* don't put a chest on an exit. */ 260 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 261 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
262
141 if (!chest) 263 if (!chest)
142 continue; /* if no chest was placed NEXT */ 264 continue; /* if no chest was placed NEXT */
265
143 if (treasureoptions & (DOORED | HIDDEN)) 266 if (treasureoptions & (DOORED | HIDDEN))
144 { 267 {
145 doorlist = find_doors_in_room (map, i, j, RP); 268 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 269 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 270 free (doorlist);
148 } 271 }
149 } 272 }
150 } 273 }
151 } 274 }
152 break; 275 break;
153 } 276 }
277
154 default: 278 default:
155 { 279 {
156 int i, j, tries; 280 int i, j, tries;
157 object *chest; 281 object *chest;
158 object **doorlist; 282 object **doorlist;
159 283
160 i = j = -1; 284 i = j = -1;
161 tries = 0; 285 tries = 0;
162 while (i == -1 && tries < 100) 286 while (i == -1 && tries < 100)
163 { 287 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 288 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 289 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 290 find_enclosed_spot (map, &i, &j, RP);
291
167 if (wall_blocked (map, i, j)) 292 if (wall_blocked (map, i, j))
168 i = -1; 293 i = -1;
294
169 tries++; 295 tries++;
170 } 296 }
297
171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 298 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
299
172 if (!chest) 300 if (!chest)
173 return; 301 return;
302
174 i = chest->x; 303 i = chest->x;
175 j = chest->y; 304 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 305 if (treasureoptions & (DOORED | HIDDEN))
177 { 306 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 315 { /* DIFFUSE treasure layout */
187 int ti, i, j; 316 int ti, i, j;
188 317
189 for (ti = 0; ti < num_treasures; ti++) 318 for (ti = 0; ti < num_treasures; ti++)
190 { 319 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 320 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 321 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 322 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 323 }
195 } 324 }
196} 325}
197 326
198/* put a chest into the map, near x and y, with the treasure style 327/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 328 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 329 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 330object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 332{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 334
210 /* first, find a place to put the chest. */ 335 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 336 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 337 if (i == -1)
213 { 338 {
214 the_chest->destroy (); 339 the_chest->destroy ();
215 return NULL; 340 return NULL;
216 } 341 }
217 342
218 xl = x + freearr_x[i]; 343 int xl = x + freearr_x[i];
219 yl = y + freearr_y[i]; 344 int yl = y + freearr_y[i];
220 345
221 /* if the placement is blocked, return a fail. */ 346 /* if the placement is blocked, return a fail. */
222 if (wall_blocked (map, xl, yl)) 347 if (wall_blocked (map, xl, yl))
223 return 0; 348 return 0;
224 349
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 356 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 357
233 if (tlist != NULL) 358 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 359 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 360 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 361 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 362
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 } 364 }
240 else 365 else
241 { /* use the style map */ 366 { /* use the style map */
242 the_chest->randomitems = tlist; 367 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 368 the_chest->stats.hp = n_treasures;
244 } 369 }
245#endif 370#endif
246 { /* neither style_map no treasure list given */ 371 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 372 treasurelist *tlist = treasurelist::find ("chest");
248 373
249 the_chest->randomitems = tlist; 374 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 375 the_chest->stats.hp = n_treasures;
251 } 376 }
252 377
253 /* stick a trap in the chest if required */ 378 /* stick a trap in the chest if required */
254 if (treasureoptions & TRAPPED) 379 if (treasureoptions & TRAPPED)
255 { 380 {
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
257 object *the_trap;
258 382
259 if (trap_map) 383 if (trap_map)
260 { 384 {
261 the_trap = pick_random_object (trap_map); 385 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386
262 the_trap->stats.Cha = 10 + RP->difficulty; 387 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 388 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
389
264 if (the_trap) 390 if (the_trap)
265 { 391 {
266 object *new_trap; 392 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
267 393
268 new_trap = arch_to_object (the_trap->arch);
269 new_trap->copy_to (the_trap);
270 new_trap->x = x; 394 new_trap->x = x;
271 new_trap->y = y; 395 new_trap->y = y;
272 insert_ob_in_ob (new_trap, the_chest); 396 insert_ob_in_ob (new_trap, the_chest);
273 } 397 }
274 } 398 }
275 } 399 }
276 400
277 /* set the chest lock code, and call the keyplacer routine with 401 /* set the chest lock code, and call the keyplacer routine with
278 the lockcode. It's not worth bothering to lock the chest if 402 the lockcode. It's not worth bothering to lock the chest if
279 there's only 1 treasure.... */ 403 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 405 {
283 char keybuf[1024]; 406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
284
285 sprintf (keybuf, "%d", (int) RANDOM ());
286 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
288 } 408 }
289 409
290 /* actually place the chest. */ 410 /* actually place the chest. */
291 the_chest->x = xl; 411 the_chest->x = xl;
292 the_chest->y = yl; 412 the_chest->y = yl;
321 } 441 }
322 } 442 }
323 return NULL; 443 return NULL;
324} 444}
325 445
326
327
328/* places keys in the map, preferably in something alive.
329 keycode is the key's code,
330 door_flag is either PASS_DOORS or NO_PASS_DOORS.
331 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
332 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334
335 The idea is that you call keyplace on x,y where a door is, and it'll make
336 sure a key is placed on both sides of the door.
337*/
338
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx, ky;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = NULL;
356 while (tries < 15 && the_keymaster == NULL)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL)
365 {
366 int freeindex;
367
368 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 }
375
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391
392 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 }
396 else
397 {
398 int sum = 0; /* count how many keys we actually place */
399
400 /* I'm lazy, so just try to place in all 4 directions. */
401 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */
407 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
410 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
411 }
412 return 1;
413 }
414 }
415
416 if (the_keymaster == NULL)
417 {
418 the_key->x = kx;
419 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1;
422 }
423
424 insert_ob_in_ob (the_key, the_keymaster);
425 return 1;
426}
427
428
429
430/* both find_monster_in_room routines need to have access to this. */ 446/* both find_monster_in_room routines need to have access to this. */
431 447
432object *theMonsterToFind; 448object *theMonsterToFind;
433 449
434/* a recursive routine which will return a monster, eventually,if there is one. 450/* a recursive routine which will return a monster, eventually,if there is one.
466 return theMonsterToFind; 482 return theMonsterToFind;
467 } 483 }
468 } 484 }
469 485
470 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
471 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
472 { 488 {
473 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
474 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 491 return theMonsterToFind;
476 } 492 }
493
477 return theMonsterToFind; 494 return theMonsterToFind;
478} 495}
479
480 496
481/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
482 real work. */ 498 real work. */
483
484object * 499object *
485find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
486{ 501{
487 char **layout2; 502 Layout layout2 (RP);
488 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
489 511
490 theMonsterToFind = 0; 512 theMonsterToFind = 0;
491 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
492 /* allocate and copy the layout, converting C to 0. */
493 for (i = 0; i < RP->Xsize; i++)
494 {
495 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
496 for (j = 0; j < RP->Ysize; j++)
497 {
498 if (wall_blocked (map, i, j))
499 layout2[i][j] = '#';
500 }
501 }
502 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
503 514
504 /* deallocate the temp. layout */ 515 layout2.free ();
505 for (i = 0; i < RP->Xsize; i++)
506 {
507 free (layout2[i]);
508 }
509 free (layout2);
510 516
511 return theMonsterToFind; 517 return theMonsterToFind;
512} 518}
513
514
515
516 519
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x; 521int *room_free_spots_x;
519int *room_free_spots_y; 522int *room_free_spots_y;
520int number_of_free_spots_in_room; 523int number_of_free_spots_in_room;
521 524
522/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
523a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
524that datastructure. */ 527that datastructure. */
525
526void 528void
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 530{
529 int i, j; 531 int i, j;
530 532
541 /* check off this point */ 543 /* check off this point */
542 layout[x][y] = 1; 544 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
546 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
547 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
548 {
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 }
551 552
552} 553}
553 554
554/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
555void 556void
566 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 568 for (i = 0; i < RP->Xsize; i++)
568 { 569 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 571 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 572 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 573 layout2[i][j] = '#';
574 }
575 } 574 }
576 575
577 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
579 578
580 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
581 { 580 {
582 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
583 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
585 } 584 }
586 585
587 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 587 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 588 free (layout2[i]);
591 } 589
592 free (layout2); 590 free (layout2);
593 free (room_free_spots_x); 591 free (room_free_spots_x);
594 free (room_free_spots_y); 592 free (room_free_spots_y);
595} 593}
596 594
597 595
598/* searches the map for a spot with walls around it. The more 596/* searches the map for a spot with walls around it. The more
599 walls the better, but it'll settle for 1 wall, or even 0, but 597 walls the better, but it'll settle for 1 wall, or even 0, but
600 it'll return 0 if no FREE spots are found.*/ 598 it'll return 0 if no FREE spots are found.*/
601
602void 599void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{ 601{
605 int x, y; 602 int x, y;
606 int i; 603 int i;
657 *cy = ly; 654 *cy = ly;
658 return; 655 return;
659 } 656 }
660 } 657 }
661 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 660
664 if (i != -1) 661 if (i != -1)
665 { 662 {
666 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
672 *cx = -1; 669 *cx = -1;
673 *cy = -1; 670 *cy = -1;
674 } 671 }
675} 672}
676 673
677
678void 674void
679remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
680{ 676{
681 object *tmp; 677 object *tmp;
682 678
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 681 {
686 if (tmp->head) 682 if (tmp->head)
687 tmp = tmp->head; 683 tmp = tmp->head;
688 tmp->remove (); 684 tmp->remove ();
691 if (tmp == NULL) 687 if (tmp == NULL)
692 break; 688 break;
693 }; 689 };
694} 690}
695 691
696
697/* surrounds the point x,y by doors, so as to enclose something, like 692/* surrounds the point x,y by doors, so as to enclose something, like
698 a chest. It only goes as far as the 8 squares surrounding, and 693 a chest. It only goes as far as the 8 squares surrounding, and
699 it'll remove any monsters it finds.*/ 694 it'll remove any monsters it finds.*/
700
701object ** 695object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 696surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{ 697{
704 int i; 698 int i;
705 char *doors[2]; 699 const char *doors[2];
706 object **doorlist; 700 object **doorlist;
707 int ndoors_made = 0; 701 int ndoors_made = 0;
708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 702 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
709 703
710 /* this is a list we pick from, for horizontal and vertical doors */ 704 /* this is a list we pick from, for horizontal and vertical doors */
722 /* place doors in all the 8 adjacent unblocked squares. */ 716 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 717 for (i = 1; i < 9; i++)
724 { 718 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 720
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 722 { /* place a door */
723 remove_monsters (x1, y1, map);
724
729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 725 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 726 map->insert (new_door, x1, y1);
731 new_door->x = x + freearr_x[i];
732 new_door->y = y + freearr_y[i];
733 remove_monsters (new_door->x, new_door->y, map);
734 insert_ob_in_map (new_door, map, NULL, 0);
735 doorlist[ndoors_made] = new_door; 727 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 728 ndoors_made++;
737 } 729 }
738 } 730 }
731
739 return doorlist; 732 return doorlist;
740} 733}
741 734
742 735
743/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
749 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp; 744 return tmp;
752 return NULL; 745 return NULL;
753} 746}
754
755 747
756/* the workhorse routine, which finds the doors in a room */ 748/* the workhorse routine, which finds the doors in a room */
757void 749void
758find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
759{ 751{
774 layout[x][y] = 1; 766 layout[x][y] = 1;
775 door = door_in_square (map, x, y); 767 door = door_in_square (map, x, y);
776 if (door) 768 if (door)
777 { 769 {
778 doorlist[*ndoors] = door; 770 doorlist[*ndoors] = door;
771
779 if (*ndoors > 1022) /* eek! out of memory */ 772 if (*ndoors > 1022) /* eek! out of memory */
780 { 773 {
781 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
782 return; 775 return;
783 } 776 }
786 } 779 }
787 } 780 }
788 else 781 else
789 { 782 {
790 layout[x][y] = 1; 783 layout[x][y] = 1;
784
791 /* now search all the 8 squares around recursively for free spots,in random order */ 785 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 787 find_doors_in_room_recursive (layout, map,
788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 doorlist, ndoors, RP);
794 } 790 }
795} 791}
796 792
797/* find a random non-blocked spot in this room to drop a key. */ 793/* find a random non-blocked spot in this room to drop a key. */
798object ** 794object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800{ 796{
801 char **layout2;
802 object **doorlist;
803 int i, j; 797 int i, j;
804 int ndoors = 0; 798 int ndoors = 0;
805 799
806 doorlist = (object **) calloc (sizeof (int), 1024); 800 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 801
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 802 LayoutData layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear ();
804
809 /* allocate and copy the layout, converting C to 0. */ 805 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 806 for (i = 0; i < RP->Xsize; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 807 for (j = 0; j < RP->Ysize; j++)
814 { 808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 809
820 /* setup num_free_spots and room_free_spots */ 810 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
822 812
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 813 return doorlist;
829} 814}
830
831
832 815
833/* locks and/or hides all the doors in doorlist, or does nothing if 816/* locks and/or hides all the doors in doorlist, or does nothing if
834 opts doesn't say to lock/hide doors. */ 817 opts doesn't say to lock/hide doors. */
835
836void 818void
837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{ 820{
839 object *door; 821 object *door;
840 int i; 822 int i;
844 if (opts & DOORED) 826 if (opts & DOORED)
845 { 827 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
847 { 829 {
848 object *new_door = get_archetype ("locked_door1"); 830 object *new_door = get_archetype ("locked_door1");
849 char keybuf[1024];
850 831
851 door = doorlist[i]; 832 door = doorlist[i];
852 new_door->face = door->face; 833 new_door->face = door->face;
853 new_door->x = door->x; 834 new_door->x = door->x;
854 new_door->y = door->y; 835 new_door->y = door->y;
855 door->remove (); 836 door->remove ();
856 door->destroy (); 837 door->destroy ();
857 doorlist[i] = new_door; 838 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 839 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
860 new_door->slaying = keybuf;
861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
862 } 842 }
863 } 843 }
864 844
865 /* change the faces of the doors and surrounding walls to hide them. */ 845 /* change the faces of the doors and surrounding walls to hide them. */
866 if (opts & HIDDEN) 846 if (opts & HIDDEN)
875 { 855 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
880 door->face = wallface->face; 861 door->face = wallface->face;
862
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
882 wallface->remove (); 864 wallface->remove ();
865
883 wallface->destroy (); 866 wallface->destroy ();
884 } 867 }
885 } 868 }
886 } 869 }
887} 870}

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