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

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 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)
76 if (treasure_style) 82 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
78 return; 84 return;
79 85
80 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 88
83 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 91 {
86 if (rndm (2)) 92 if (rmg_rndm (2))
87 treasureoptions -= 1; 93 treasureoptions -= 1;
88 else 94 else
89 treasureoptions -= 2; 95 treasureoptions -= 2;
90 } 96 }
91 97
92 /* pick the number of treasures */ 98 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
96 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);
97 else 103 else
98 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);
99 105
100 if (num_treasures <= 0) 106 if (num_treasures <= 0)
101 return; 107 return;
102 108
103 /* get the style map */ 109 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
107 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
108 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
110 { 122 {
111
112 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
113 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
114 { 125 {
115 case LAYOUT_ONION: 126 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
124 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
125 { 136 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 { 138 {
128 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 140 object *chest;
131 141
132 if (tdiv == 3) 142 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
134 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
135 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
136 if (!chest) 148 if (!chest)
137 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
138 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
139 { 152 {
140 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 155 free (doorlist);
143 } 156 }
144 } 157 }
145 } 158 }
146 } 159 }
147 break; 160 break;
148 } 161 }
162
149 default: 163 default:
150 { 164 {
151 int i, j, tries; 165 int i, j, tries;
152 object *chest; 166 object *chest;
153 object **doorlist; 167 object **doorlist;
154 168
155 i = j = -1; 169 i = j = -1;
156 tries = 0; 170 tries = 0;
157 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
158 { 172 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rmg_rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rmg_rndm (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
162 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
163 i = -1; 178 i = -1;
179
164 tries++; 180 tries++;
165 } 181 }
182
166 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
167 if (!chest) 185 if (!chest)
168 return; 186 return;
187
169 i = chest->x; 188 i = chest->x;
170 j = chest->y; 189 j = chest->y;
171 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
172 { 191 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
181 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
182 int ti, i, j; 201 int ti, i, j;
183 202
184 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
185 { 204 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rmg_rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 208 }
190 } 209 }
191} 210}
192 211
193/* 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
194 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,
195 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 */
196
197object * 215object *
198place_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)
199{ 217{
200 object *the_chest;
201 int i, xl, yl;
202
203 the_chest = get_archetype ("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
204 219
205 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
206 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
207 if (i == -1) 222 if (i == -1)
208 { 223 {
209 the_chest->destroy (); 224 the_chest->destroy ();
210 return NULL; 225 return NULL;
211 } 226 }
212 227
213 xl = x + freearr_x[i]; 228 int xl = x + freearr_x[i];
214 yl = y + freearr_y[i]; 229 int yl = y + freearr_y[i];
215 230
216 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
217 if (wall_blocked (map, xl, yl)) 232 if (wall_blocked (map, xl, yl))
218 return 0; 233 return 0;
219 234
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 242
228 if (tlist != NULL) 243 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 244 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 245 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
232 247
233 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);
234 } 249 }
235 else 250 else
236 { /* use the style map */ 251 { /* use the style map */
237 the_chest->randomitems = tlist; 252 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 253 the_chest->stats.hp = n_treasures;
239 } 254 }
240#endif 255#endif
241 { /* neither style_map no treasure list given */ 256 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 257 treasurelist *tlist = treasurelist::find ("chest");
243 258
244 the_chest->randomitems = tlist; 259 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
246 } 261 }
247 262
248 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
249 if (treasureoptions & TRAPPED) 264 if (treasureoptions & TRAPPED)
250 { 265 {
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
252 object *the_trap;
253 267
254 if (trap_map) 268 if (trap_map)
255 { 269 {
256 the_trap = pick_random_object (trap_map); 270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
257 the_trap->stats.Cha = 10 + RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
259 if (the_trap) 275 if (the_trap)
260 { 276 {
261 object *new_trap; 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
262 278
263 new_trap = arch_to_object (the_trap->arch);
264 new_trap->copy_to (the_trap);
265 new_trap->x = x; 279 new_trap->x = x;
266 new_trap->y = y; 280 new_trap->y = y;
267 insert_ob_in_ob (new_trap, the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
268 } 282 }
269 } 283 }
270 } 284 }
271 285
272 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
273 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
274 there's only 1 treasure.... */ 288 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 290 {
278 char keybuf[1024]; 291 char keybuf[1024];
279 292
280 sprintf (keybuf, "%d", (int) RANDOM ()); 293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
281 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
283 } 296 }
284 297
285 /* actually place the chest. */ 298 /* actually place the chest. */
334keyplace (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)
335{ 348{
336 int i, j; 349 int i, j;
337 int kx = 0, ky = 0; 350 int kx = 0, ky = 0;
338 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
339 object *the_key;
340 352
341 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
342 the_key = get_archetype ("key2"); 354 object *the_key = archetype::get (shstr_key2);
343 the_key->slaying = keycode; 355 the_key->slaying = keycode;
344 356
345 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
346 { 358 {
347 int tries = 0; 359 int tries = 0;
348 360
349 the_keymaster = 0; 361 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster) 362 while (tries < 15 && !the_keymaster)
351 { 363 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rmg_rndm (RP->Xsize - 2) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rmg_rndm (RP->Ysize - 2) + 1;
354 tries++; 366 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
356 } 368 }
357 369
358 /* 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. */
361 int freeindex; 373 int freeindex;
362 374
363 freeindex = -1; 375 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 { 377 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rmg_rndm (RP->Xsize - 2) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rmg_rndm (RP->Ysize - 2) + 1;
368 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);
369 } 381 }
370 382
371 // can freeindex ever be < 0? 383 // can freeindex ever be < 0?
372 if (freeindex >= 0) 384 if (freeindex >= 0)
417 the_key->y = ky; 429 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1; 431 return 1;
420 } 432 }
421 433
422 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
423 return 1; 435 return 1;
424} 436}
425 437
426 438
427 439
464 return theMonsterToFind; 476 return theMonsterToFind;
465 } 477 }
466 } 478 }
467 479
468 /* 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 */
469 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++)
470 { 482 {
471 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);
472 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
473 return theMonsterToFind; 485 return theMonsterToFind;
474 } 486 }
487
475 return theMonsterToFind; 488 return theMonsterToFind;
476} 489}
477
478 490
479/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
480 real work. */ 492 real work. */
481
482object * 493object *
483find_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)
484{ 495{
485 char **layout2; 496 Layout layout2 (RP);
486 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] = '#';
487 505
488 theMonsterToFind = 0; 506 theMonsterToFind = 0;
489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
490 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++)
492 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
499 }
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
501 508
502 /* deallocate the temp. layout */ 509 layout2.free ();
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]);
506 }
507 free (layout2);
508 510
509 return theMonsterToFind; 511 return theMonsterToFind;
510} 512}
511 513
512/* 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 */
537 room_free_spots_x[number_of_free_spots_in_room] = x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
538 room_free_spots_y[number_of_free_spots_in_room] = y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
539 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
540 542
541 /* 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 */
542 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++)
543 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);
544 546
545} 547}
546 548
547/* 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. */
568 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
570 572
571 if (number_of_free_spots_in_room > 0) 573 if (number_of_free_spots_in_room > 0)
572 { 574 {
573 i = RANDOM () % number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
574 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
576 } 578 }
577 579
578 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
646 *cy = ly; 648 *cy = ly;
647 return; 649 return;
648 } 650 }
649 } 651 }
650 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
651 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);
652 654
653 if (i != -1) 655 if (i != -1)
654 { 656 {
655 *cx = x + freearr_x[i]; 657 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 658 *cy = y + freearr_y[i];
686 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
687object ** 689object **
688surround_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)
689{ 691{
690 int i; 692 int i;
691 char *doors[2]; 693 const char *doors[2];
692 object **doorlist; 694 object **doorlist;
693 int ndoors_made = 0; 695 int ndoors_made = 0;
694 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 */
695 697
696 /* 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 */
734 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)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 738 return tmp;
737 return NULL; 739 return NULL;
738} 740}
739
740 741
741/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
742void 743void
743find_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)
744{ 745{
759 layout[x][y] = 1; 760 layout[x][y] = 1;
760 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
761 if (door) 762 if (door)
762 { 763 {
763 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
764 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
765 { 767 {
766 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");
767 return; 769 return;
768 } 770 }
771 } 773 }
772 } 774 }
773 else 775 else
774 { 776 {
775 layout[x][y] = 1; 777 layout[x][y] = 1;
778
776 /* 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 */
777 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++)
778 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);
779 } 784 }
780} 785}
781 786
782/* 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. */
783object ** 788object **
784find_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)
785{ 790{
786 char **layout2;
787 object **doorlist;
788 int i, j; 791 int i, j;
789 int ndoors = 0; 792 int ndoors = 0;
790 793
791 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
792 795
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
794 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
799 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
803 }
804 803
805 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
806 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);
807 806
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 807 return doorlist;
814} 808}
815
816
817 809
818/* 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
819 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
820
821void 812void
822lock_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)
823{ 814{
824 object *door; 815 object *door;
825 int i; 816 int i;
839 new_door->y = door->y; 830 new_door->y = door->y;
840 door->remove (); 831 door->remove ();
841 door->destroy (); 832 door->destroy ();
842 doorlist[i] = new_door; 833 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 834 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
845 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
846 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);
847 } 838 }
848 } 839 }
849 840
860 { 851 {
861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
865 door->face = wallface->face; 857 door->face = wallface->face;
858
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
867 wallface->remove (); 860 wallface->remove ();
861
868 wallface->destroy (); 862 wallface->destroy ();
869 } 863 }
870 } 864 }
871 } 865 }
872} 866}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines