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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.21 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.38 by root, Sun May 4 14:12:38 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
41#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 */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 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}
46 52
47/* 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
48 * and doors but not monsters. 54 * and doors but not monsters.
49 * This function is not map tile aware. 55 * This function is not map tile aware.
50 */ 56 */
52wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
53{ 59{
54 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 61 return 1;
56 62
63 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 65}
60 66
61/* place treasures in the map, given the 67/* place treasures in the map, given the
62map, (required) 68map, (required)
63layout, (required) 69layout, (required)
74 80
75 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 82 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
78 return; 84 return;
85
79 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rmg_rndm (2 * LAST_OPTION);
81 88
82 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 91 {
85 if (rndm (2)) 92 if (rmg_rndm (2))
86 treasureoptions -= 1; 93 treasureoptions -= 1;
87 else 94 else
88 treasureoptions -= 2; 95 treasureoptions -= 2;
89 } 96 }
90 97
91 /* pick the number of treasures */ 98 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
93 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);
94 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
95 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);
96 else 103 else
97 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);
98 105
99 if (num_treasures <= 0) 106 if (num_treasures <= 0)
100 return; 107 return;
101 108
102 /* get the style map */ 109 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
106 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
107 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
109 { 122 {
110
111 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
113 { 125 {
114 case LAYOUT_ONION: 126 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
124 { 136 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 138 {
127 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 140 object *chest;
130 141
131 if (tdiv == 3) 142 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
133 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
134 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
135 if (!chest) 148 if (!chest)
136 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
137 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
138 { 152 {
139 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 155 free (doorlist);
142 } 156 }
143 } 157 }
144 } 158 }
145 } 159 }
146 break; 160 break;
147 } 161 }
162
148 default: 163 default:
149 { 164 {
150 int i, j, tries; 165 int i, j, tries;
151 object *chest; 166 object *chest;
152 object **doorlist; 167 object **doorlist;
153 168
154 i = j = -1; 169 i = j = -1;
155 tries = 0; 170 tries = 0;
156 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
157 { 172 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rmg_rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rmg_rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
161 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
162 i = -1; 178 i = -1;
179
163 tries++; 180 tries++;
164 } 181 }
182
165 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
166 if (!chest) 185 if (!chest)
167 return; 186 return;
187
168 i = chest->x; 188 i = chest->x;
169 j = chest->y; 189 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
171 { 191 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
181 int ti, i, j; 201 int ti, i, j;
182 202
183 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
184 { 204 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rmg_rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 208 }
189 } 209 }
190} 210}
191 211
192/* 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
193 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,
194 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 */
195
196object * 215object *
197place_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)
198{ 217{
199 object *the_chest;
200 int i, xl, yl;
201
202 the_chest = get_archetype ("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
203 219
204 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
205 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
206 if (i == -1) 222 if (i == -1)
207 { 223 {
208 the_chest->destroy (); 224 the_chest->destroy ();
209 return NULL; 225 return NULL;
210 } 226 }
211 227
212 xl = x + freearr_x[i]; 228 int xl = x + freearr_x[i];
213 yl = y + freearr_y[i]; 229 int yl = y + freearr_y[i];
214 230
215 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
216 if (wall_blocked (map, xl, yl)) 232 if (wall_blocked (map, xl, yl))
217 return 0; 233 return 0;
218 234
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 242
227 if (tlist != NULL) 243 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 244 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 245 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
231 247
232 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);
233 } 249 }
234 else 250 else
235 { /* use the style map */ 251 { /* use the style map */
236 the_chest->randomitems = tlist; 252 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 253 the_chest->stats.hp = n_treasures;
238 } 254 }
239#endif 255#endif
240 { /* neither style_map no treasure list given */ 256 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 257 treasurelist *tlist = treasurelist::find ("chest");
242 258
243 the_chest->randomitems = tlist; 259 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
245 } 261 }
246 262
247 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
248 if (treasureoptions & TRAPPED) 264 if (treasureoptions & TRAPPED)
249 { 265 {
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap;
252 267
253 if (trap_map) 268 if (trap_map)
254 { 269 {
255 the_trap = pick_random_object (trap_map); 270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
256 the_trap->stats.Cha = 10 + RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
258 if (the_trap) 275 if (the_trap)
259 { 276 {
260 object *new_trap; 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
261 278
262 new_trap = arch_to_object (the_trap->arch);
263 new_trap->copy_to (the_trap);
264 new_trap->x = x; 279 new_trap->x = x;
265 new_trap->y = y; 280 new_trap->y = y;
266 insert_ob_in_ob (new_trap, the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
267 } 282 }
268 } 283 }
269 } 284 }
270 285
271 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
272 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
273 there's only 1 treasure.... */ 288 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 290 {
277 char keybuf[1024]; 291 char keybuf[1024];
278 292
279 sprintf (keybuf, "%d", (int) RANDOM ()); 293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
280 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
282 } 296 }
283 297
284 /* actually place the chest. */ 298 /* actually place the chest. */
333keyplace (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)
334{ 348{
335 int i, j; 349 int i, j;
336 int kx = 0, ky = 0; 350 int kx = 0, ky = 0;
337 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
338 object *the_key;
339 352
340 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
341 the_key = get_archetype ("key2"); 354 object *the_key = archetype::get (shstr_key2);
342 the_key->slaying = keycode; 355 the_key->slaying = keycode;
343 356
344 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
345 { 358 {
346 int tries = 0; 359 int tries = 0;
347 360
348 the_keymaster = 0; 361 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster) 362 while (tries < 15 && !the_keymaster)
350 { 363 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rmg_rndm (RP->Xsize - 2) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rmg_rndm (RP->Ysize - 2) + 1;
353 tries++; 366 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
355 } 368 }
356 369
357 /* 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. */
360 int freeindex; 373 int freeindex;
361 374
362 freeindex = -1; 375 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 { 377 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rmg_rndm (RP->Xsize - 2) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rmg_rndm (RP->Ysize - 2) + 1;
367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
368 } 381 }
369 382
370 // can freeindex ever be < 0? 383 // can freeindex ever be < 0?
371 if (freeindex >= 0) 384 if (freeindex >= 0)
416 the_key->y = ky; 429 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 431 return 1;
419 } 432 }
420 433
421 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 435 return 1;
423} 436}
424 437
425 438
426 439
463 return theMonsterToFind; 476 return theMonsterToFind;
464 } 477 }
465 } 478 }
466 479
467 /* 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 */
468 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
469 { 482 {
470 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);
471 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 485 return theMonsterToFind;
473 } 486 }
487
474 return theMonsterToFind; 488 return theMonsterToFind;
475} 489}
476
477 490
478/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
479 real work. */ 492 real work. */
480
481object * 493object *
482find_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)
483{ 495{
484 char **layout2; 496 Layout layout2 (RP);
485 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] = '#';
486 505
487 theMonsterToFind = 0; 506 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 508
501 /* deallocate the temp. layout */ 509 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 510
508 return theMonsterToFind; 511 return theMonsterToFind;
509} 512}
510 513
511/* 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 */
536 room_free_spots_x[number_of_free_spots_in_room] = x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
539 542
540 /* 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 */
541 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 544 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
542 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);
543 546
544} 547}
545 548
546/* 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. */
567 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
569 572
570 if (number_of_free_spots_in_room > 0) 573 if (number_of_free_spots_in_room > 0)
571 { 574 {
572 i = RANDOM () % number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
575 } 578 }
576 579
577 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
645 *cy = ly; 648 *cy = ly;
646 return; 649 return;
647 } 650 }
648 } 651 }
649 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
650 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 653 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
651 654
652 if (i != -1) 655 if (i != -1)
653 { 656 {
654 *cx = x + freearr_x[i]; 657 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 658 *cy = y + freearr_y[i];
660 *cx = -1; 663 *cx = -1;
661 *cy = -1; 664 *cy = -1;
662 } 665 }
663} 666}
664 667
665
666void 668void
667remove_monsters (int x, int y, maptile *map) 669remove_monsters (int x, int y, maptile *map)
668{ 670{
669 object *tmp; 671 object *tmp;
670 672
671 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)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 674 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 675 {
674 if (tmp->head) 676 if (tmp->head)
675 tmp = tmp->head; 677 tmp = tmp->head;
676 tmp->remove (); 678 tmp->remove ();
679 if (tmp == NULL) 681 if (tmp == NULL)
680 break; 682 break;
681 }; 683 };
682} 684}
683 685
684
685/* 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
686 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
687 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
688
689object ** 689object **
690surround_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)
691{ 691{
692 int i; 692 int i;
693 char *doors[2]; 693 const char *doors[2];
694 object **doorlist; 694 object **doorlist;
695 int ndoors_made = 0; 695 int ndoors_made = 0;
696 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 */
697 697
698 /* 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 */
710 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 711 for (i = 1; i < 9; i++)
712 { 712 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 714
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
717 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]);
718 720 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 721 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 722 ndoors_made++;
725 } 723 }
726 } 724 }
725
727 return doorlist; 726 return doorlist;
728} 727}
729 728
730 729
731/* 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. */
737 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)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 738 return tmp;
740 return NULL; 739 return NULL;
741} 740}
742
743 741
744/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
745void 743void
746find_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)
747{ 745{
762 layout[x][y] = 1; 760 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
764 if (door) 762 if (door)
765 { 763 {
766 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
767 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
768 { 767 {
769 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");
770 return; 769 return;
771 } 770 }
774 } 773 }
775 } 774 }
776 else 775 else
777 { 776 {
778 layout[x][y] = 1; 777 layout[x][y] = 1;
778
779 /* 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 */
780 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
782 } 784 }
783} 785}
784 786
785/* 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. */
786object ** 788object **
787find_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)
788{ 790{
789 char **layout2;
790 object **doorlist;
791 int i, j; 791 int i, j;
792 int ndoors = 0; 792 int ndoors = 0;
793 793
794 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 795
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
797 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
802 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#';
805 }
806 }
807 803
808 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
809 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);
810 806
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 807 return doorlist;
817} 808}
818
819
820 809
821/* 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
822 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
823
824void 812void
825lock_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)
826{ 814{
827 object *door; 815 object *door;
828 int i; 816 int i;
842 new_door->y = door->y; 830 new_door->y = door->y;
843 door->remove (); 831 door->remove ();
844 door->destroy (); 832 door->destroy ();
845 doorlist[i] = new_door; 833 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 834 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
848 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
849 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);
850 } 838 }
851 } 839 }
852 840
863 { 851 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
868 door->face = wallface->face; 857 door->face = wallface->face;
858
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
870 wallface->remove (); 860 wallface->remove ();
861
871 wallface->destroy (); 862 wallface->destroy ();
872 } 863 }
873 } 864 }
874 } 865 }
875} 866}

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