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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.12 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.38 by root, Sun May 4 14:12:38 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 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26
27
28 25
29#include <global.h> 26#include <global.h>
30#include <random_map.h> 27#include <random_map.h>
31#include <rproto.h> 28#include <rproto.h>
32 29
43#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 */
44 41
45#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 43#define PASS_DOORS 1
47 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}
48 52
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 54 * and doors but not monsters.
51 * This function is not map tile aware. 55 * This function is not map tile aware.
52 */ 56 */
53
54int 57int
55wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
56{ 59{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 61 return 1;
62
63 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 65}
64 66
65/* place treasures in the map, given the 67/* place treasures in the map, given the
66map, (required) 68map, (required)
67layout, (required) 69layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
70*/ 72*/
71
72void 73void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 75{
75 char styledirname[256]; 76 char styledirname[1024];
76 char stylefilepath[256]; 77 char stylefilepath[1024];
77 maptile *style_map = 0; 78 maptile *style_map = 0;
78 int num_treasures; 79 int num_treasures;
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 82 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
83 return; 84 return;
85
84 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 88
87 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 91 {
90 if (RANDOM () % 2) 92 if (rmg_rndm (2))
91 treasureoptions -= 1; 93 treasureoptions -= 1;
92 else 94 else
93 treasureoptions -= 2; 95 treasureoptions -= 2;
94 } 96 }
95 97
96 /* pick the number of treasures */ 98 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 103 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 105
104 if (num_treasures <= 0) 106 if (num_treasures <= 0)
105 return; 107 return;
106 108
107 /* get the style map */ 109 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
111 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
112 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
114 { 122 {
115
116 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
118 { 125 {
119 case LAYOUT_ONION: 126 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
128 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
129 { 136 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 138 {
132 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 140 object *chest;
135 141
136 if (tdiv == 3) 142 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
138 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
140 if (!chest) 148 if (!chest)
141 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
142 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
143 { 152 {
144 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 155 free (doorlist);
147 } 156 }
148 } 157 }
149 } 158 }
150 } 159 }
151 break; 160 break;
152 } 161 }
162
153 default: 163 default:
154 { 164 {
155 int i, j, tries; 165 int i, j, tries;
156 object *chest; 166 object *chest;
157 object **doorlist; 167 object **doorlist;
158 168
159 i = j = -1; 169 i = j = -1;
160 tries = 0; 170 tries = 0;
161 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
162 { 172 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rmg_rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
166 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
167 i = -1; 178 i = -1;
179
168 tries++; 180 tries++;
169 } 181 }
182
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
171 if (!chest) 185 if (!chest)
172 return; 186 return;
187
173 i = chest->x; 188 i = chest->x;
174 j = chest->y; 189 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
176 { 191 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
186 int ti, i, j; 201 int ti, i, j;
187 202
188 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
189 { 204 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 208 }
194 } 209 }
195} 210}
196 211
197/* put a chest into the map, near x and y, with the treasure style 212/* put a chest into the map, near x and y, with the treasure style
198 determined (may be null, or may be a treasure list from lib/treasures, 213 determined (may be null, or may be a treasure list from lib/treasures,
199 if the global variable "treasurestyle" is set to that treasure list's name */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
200
201object * 215object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 217{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 219
209 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 221 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 222 if (i == -1)
212 { 223 {
213 the_chest->destroy (); 224 the_chest->destroy ();
214 return NULL; 225 return NULL;
215 } 226 }
227
216 xl = x + freearr_x[i]; 228 int xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 229 int yl = y + freearr_y[i];
218 230
219 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 232 if (wall_blocked (map, xl, yl))
221 return 0; 233 return 0;
222 234
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 242
231 if (tlist != NULL) 243 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 244 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 245 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
235 247
236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 248 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
237 } 249 }
238 else 250 else
239 { /* use the style map */ 251 { /* use the style map */
240 the_chest->randomitems = tlist; 252 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 253 the_chest->stats.hp = n_treasures;
242 } 254 }
243#endif 255#endif
244 { /* neither style_map no treasure list given */ 256 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 257 treasurelist *tlist = treasurelist::find ("chest");
246 258
247 the_chest->randomitems = tlist; 259 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
249 } 261 }
250 262
251 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED) 264 if (treasureoptions & TRAPPED)
253 { 265 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap;
256 267
257 if (trap_map) 268 if (trap_map)
258 { 269 {
259 the_trap = pick_random_object (trap_map); 270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
260 the_trap->stats.Cha = 10 + RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
262 if (the_trap) 275 if (the_trap)
263 { 276 {
264 object *new_trap; 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
265 278
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x; 279 new_trap->x = x;
269 new_trap->y = y; 280 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
271 } 282 }
272 } 283 }
273 } 284 }
274 285
275 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
276 the lockcode. It's not worth bothering to lock the chest if 287 the lockcode. It's not worth bothering to lock the chest if
277 there's only 1 treasure.... */ 288 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 290 {
281 char keybuf[256]; 291 char keybuf[1024];
282 292
283 sprintf (keybuf, "%d", (int) RANDOM ()); 293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
284 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
286 } 296 }
287 297
288 /* actually place the chest. */ 298 /* actually place the chest. */
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 341 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332 342
333 The idea is that you call keyplace on x,y where a door is, and it'll make 343 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door. 344 sure a key is placed on both sides of the door.
335*/ 345*/
336
337int 346int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 347keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{ 348{
340 int i, j; 349 int i, j;
341 int kx, ky; 350 int kx = 0, ky = 0;
342 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key;
344 352
345 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
346 the_key = get_archetype ("key2"); 354 object *the_key = archetype::get (shstr_key2);
347 the_key->slaying = keycode; 355 the_key->slaying = keycode;
348 356
349 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
350 { 358 {
351 int tries = 0; 359 int tries = 0;
352 360
353 the_keymaster = NULL; 361 the_keymaster = 0;
354 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
355 { 363 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rmg_rndm (RP->Xsize - 2) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rmg_rndm (RP->Ysize - 2) + 1;
358 tries++; 366 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
360 } 368 }
369
361 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL) 371 if (!the_keymaster)
363 { 372 {
364 int freeindex; 373 int freeindex;
365 374
366 freeindex = -1; 375 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 { 377 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rmg_rndm (RP->Xsize - 2) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rmg_rndm (RP->Ysize - 2) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
372 } 381 }
382
383 // can freeindex ever be < 0?
373 if (freeindex != -1) 384 if (freeindex >= 0)
374 { 385 {
375 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
376 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
377 } 388 }
378 } 389 }
379 } 390 }
380 else 391 else
381 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
383 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
384 if (n_keys == 1) 395 if (n_keys == 1)
385 { 396 {
386 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
387 return 0; 398 return 0;
399
388 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 } 403 }
392 else 404 else
393 { 405 {
394 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
396 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */ 415 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 } 420 }
421
408 return 1; 422 return 1;
409 } 423 }
410 } 424 }
411 425
412 if (the_keymaster == NULL) 426 if (!the_keymaster)
413 { 427 {
414 the_key->x = kx; 428 the_key->x = kx;
415 the_key->y = ky; 429 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1; 431 return 1;
418 } 432 }
419 433
420 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
421 return 1; 435 return 1;
422} 436}
423 437
424 438
425 439
462 return theMonsterToFind; 476 return theMonsterToFind;
463 } 477 }
464 } 478 }
465 479
466 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* now search all the 8 squares around recursively for a monster,in random order */
467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
468 { 482 {
469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
470 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 485 return theMonsterToFind;
472 } 486 }
487
473 return theMonsterToFind; 488 return theMonsterToFind;
474} 489}
475
476 490
477/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
478 real work. */ 492 real work. */
479
480object * 493object *
481find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
482{ 495{
483 char **layout2; 496 Layout layout2 (RP);
484 int i, j; 497
498 layout2->clear ();
499
500 /* allocate and copy the layout, converting C to 0. */
501 for (int i = 0; i < layout2->w; i++)
502 for (int j = 0; j < layout2->h; j++)
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
485 505
486 theMonsterToFind = 0; 506 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
499 508
500 /* deallocate the temp. layout */ 509 layout2.free ();
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506 510
507 return theMonsterToFind; 511 return theMonsterToFind;
508} 512}
509
510
511
512 513
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x; 515int *room_free_spots_x;
515int *room_free_spots_y; 516int *room_free_spots_y;
516int number_of_free_spots_in_room; 517int number_of_free_spots_in_room;
517 518
518/* the workhorse routine, which finds the free spots in a room: 519/* the workhorse routine, which finds the free spots in a room:
519a datastructure of free points is set up, and a position chosen from 520a datastructure of free points is set up, and a position chosen from
520that datastructure. */ 521that datastructure. */
521
522void 522void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 524{
525 int i, j; 525 int i, j;
526 526
537 /* check off this point */ 537 /* check off this point */
538 layout[x][y] = 1; 538 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
542
542 /* now search all the 8 squares around recursively for free spots,in random order */ 543 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 544 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 546
548} 547}
549 548
550/* find a random non-blocked spot in this room to drop a key. */ 549/* find a random non-blocked spot in this room to drop a key. */
551void 550void
562 /* allocate and copy the layout, converting C to 0. */ 561 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 562 for (i = 0; i < RP->Xsize; i++)
564 { 563 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 564 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 565 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 566 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 567 layout2[i][j] = '#';
570 }
571 } 568 }
572 569
573 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
575 572
576 if (number_of_free_spots_in_room > 0) 573 if (number_of_free_spots_in_room > 0)
577 { 574 {
578 i = RANDOM () % number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
581 } 578 }
582 579
583 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 581 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 582 free (layout2[i]);
587 } 583
588 free (layout2); 584 free (layout2);
589 free (room_free_spots_x); 585 free (room_free_spots_x);
590 free (room_free_spots_y); 586 free (room_free_spots_y);
591} 587}
592 588
593 589
594/* searches the map for a spot with walls around it. The more 590/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 591 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 592 it'll return 0 if no FREE spots are found.*/
597
598void 593void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 594find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 595{
601 int x, y; 596 int x, y;
602 int i; 597 int i;
653 *cy = ly; 648 *cy = ly;
654 return; 649 return;
655 } 650 }
656 } 651 }
657 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 653 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 654
655 if (i != -1)
660 { 656 {
661 *cx = x + freearr_x[i]; 657 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 658 *cy = y + freearr_y[i];
663 return; 659 }
660 else
664 } 661 {
665 /* indicate failure */ 662 /* indicate failure */
663 *cx = -1;
666 *cx = *cy = -1; 664 *cy = -1;
665 }
667} 666}
668
669 667
670void 668void
671remove_monsters (int x, int y, maptile *map) 669remove_monsters (int x, int y, maptile *map)
672{ 670{
673 object *tmp; 671 object *tmp;
674 672
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 673 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 674 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 675 {
678 if (tmp->head) 676 if (tmp->head)
679 tmp = tmp->head; 677 tmp = tmp->head;
680 tmp->remove (); 678 tmp->remove ();
683 if (tmp == NULL) 681 if (tmp == NULL)
684 break; 682 break;
685 }; 683 };
686} 684}
687 685
688
689/* surrounds the point x,y by doors, so as to enclose something, like 686/* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and 687 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
692
693object ** 689object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 691{
696 int i; 692 int i;
697 char *doors[2]; 693 const char *doors[2];
698 object **doorlist; 694 object **doorlist;
699 int ndoors_made = 0; 695 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 697
702 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 711 for (i = 1; i < 9; i++)
716 { 712 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 714
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 720 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 721 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 722 ndoors_made++;
729 } 723 }
730 } 724 }
725
731 return doorlist; 726 return doorlist;
732} 727}
733 728
734 729
735/* returns the first door in this square, or NULL if there isn't a door. */ 730/* returns the first door in this square, or NULL if there isn't a door. */
741 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 738 return tmp;
744 return NULL; 739 return NULL;
745} 740}
746
747 741
748/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
749void 743void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 745{
763 /* check off this point */ 757 /* check off this point */
764 if (layout[x][y] == '#') 758 if (layout[x][y] == '#')
765 { /* there could be a door here */ 759 { /* there could be a door here */
766 layout[x][y] = 1; 760 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
768 if (door != NULL) 762 if (door)
769 { 763 {
770 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
771 if (*ndoors > 254) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
772 { 767 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 769 return;
775 } 770 }
771
776 *ndoors = *ndoors + 1; 772 *ndoors = *ndoors + 1;
777 } 773 }
778 } 774 }
779 else 775 else
780 { 776 {
781 layout[x][y] = 1; 777 layout[x][y] = 1;
778
782 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 { 781 find_doors_in_room_recursive (layout, map,
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
786 } 783 doorlist, ndoors, RP);
787 } 784 }
788} 785}
789 786
790/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
791object ** 788object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
793{ 790{
794 char **layout2;
795 object **doorlist;
796 int i, j; 791 int i, j;
797 int ndoors = 0; 792 int ndoors = 0;
798 793
799 doorlist = (object **) calloc (sizeof (int), 256); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 795
796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
801 798
802 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
803 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
805 {
806 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
807 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
808 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
809 if (wall_blocked (map, i, j))
810 layout2[i][j] = '#';
811 }
812 }
813 803
814 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
815 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
816 806
817 /* deallocate the temp. layout */
818 for (i = 0; i < RP->Xsize; i++)
819 {
820 free (layout2[i]);
821 }
822 free (layout2);
823 return doorlist; 807 return doorlist;
824} 808}
825
826
827 809
828/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
829 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
830
831void 812void
832lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
833{ 814{
834 object *door; 815 object *door;
835 int i; 816 int i;
839 if (opts & DOORED) 820 if (opts & DOORED)
840 { 821 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 { 823 {
843 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype ("locked_door1");
844 char keybuf[256]; 825 char keybuf[1024];
845 826
846 door = doorlist[i]; 827 door = doorlist[i];
847 new_door->face = door->face; 828 new_door->face = door->face;
848 new_door->x = door->x; 829 new_door->x = door->x;
849 new_door->y = door->y; 830 new_door->y = door->y;
850 door->remove (); 831 door->remove ();
851 door->destroy (); 832 door->destroy ();
852 doorlist[i] = new_door; 833 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 834 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
855 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
856 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 837 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
857 } 838 }
858 } 839 }
859 840
870 { 851 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
875 door->face = wallface->face; 857 door->face = wallface->face;
858
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
877 wallface->remove (); 860 wallface->remove ();
861
878 wallface->destroy (); 862 wallface->destroy ();
879 } 863 }
880 } 864 }
881 } 865 }
882} 866}

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