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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
4 * 3 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 * 7 *
9 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen
31 *
32 * This program is free software; you can redistribute it and/or modify
33 * it under the terms of the GNU General Public License as published by
34 * the Free Software Foundation; either version 2 of the License, or
35 * (at your option) any later version. 11 * (at your option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 * 20 *
46 * 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>
47 */ 22 */
48>>>>>>> 1.18
49 23
50/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
51 25
52#include <global.h> 26#include <global.h>
53#include <random_map.h> 27#include <random_map.h>
66#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 */
67 41
68#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 43#define PASS_DOORS 1
70 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84 object *the_key = gen_key (keycode);
85
86 if (door_flag == PASS_DOORS)
87 {
88 int tries = 0;
89
90 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster)
92 {
93 i = rmg_rndm (RP->Xsize - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1;
95 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP);
97 }
98
99 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster)
101 {
102 int freeindex;
103
104 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 }
111
112 // can freeindex ever be < 0?
113 if (freeindex >= 0)
114 {
115 kx += freearr_x [freeindex];
116 ky += freearr_y [freeindex];
117 }
118 }
119 }
120 else
121 { /* NO_PASS_DOORS --we have to work harder. */
122 /* don't try to keyplace if we're sitting on a blocked square and
123 NO_PASS_DOORS is set. */
124 if (n_keys == 1)
125 {
126 if (wall_blocked (map, x, y))
127 {
128 the_key->destroy ();
129 return 0;
130 }
131
132 the_keymaster = find_monster_in_room (map, x, y, RP);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP);
135 }
136 else
137 {
138 int sum = 0; /* count how many keys we actually place */
139
140 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
152 }
153
154 the_key->destroy ();
155 return 1;
156 }
157 }
158
159 if (the_keymaster)
160 the_keymaster->head_ ()->insert (the_key);
161 else
162 {
163 the_key->x = kx;
164 the_key->y = ky;
165 insert_ob_in_map (the_key, map, NULL, 0);
166 }
167
168 return 1;
169}
71 170
72/* returns true if square x,y has P_NO_PASS set, which is true for walls 171/* returns true if square x,y has P_NO_PASS set, which is true for walls
73 * and doors but not monsters. 172 * and doors but not monsters.
74 * This function is not map tile aware. 173 * This function is not map tile aware.
75 */ 174 */
77wall_blocked (maptile *m, int x, int y) 176wall_blocked (maptile *m, int x, int y)
78{ 177{
79 if (OUT_OF_REAL_MAP (m, x, y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 179 return 1;
81 180
181 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 183}
85 184
86/* place treasures in the map, given the 185/* place treasures in the map, given the
87map, (required) 186map, (required)
88layout, (required) 187layout, (required)
99 198
100 /* bail out if treasure isn't wanted. */ 199 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 200 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 201 if (!strcmp (treasure_style, "none"))
103 return; 202 return;
203
104 if (treasureoptions <= 0) 204 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
106 206
107 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 209 {
110 if (RANDOM () % 2) 210 if (rmg_rndm (2))
111 treasureoptions -= 1; 211 treasureoptions -= 1;
112 else 212 else
113 treasureoptions -= 2; 213 treasureoptions -= 2;
114 } 214 }
115 215
116 /* pick the number of treasures */ 216 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
118 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 218 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
119 else if (treasureoptions & RICH) 219 else if (treasureoptions & RICH)
120 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 220 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
121 else 221 else
122 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
123 223
124 if (num_treasures <= 0) 224 if (num_treasures <= 0)
125 return; 225 return;
126 226
127 /* get the style map */ 227 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 228 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 230 style_map = find_style (styledirname, treasure_style, -1);
131 231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
237
132 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
134 { 240 {
135
136 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
138 { 243 {
139 case LAYOUT_ONION: 244 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
148 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
149 { 254 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 { 256 {
152 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 258 object *chest;
155 259
156 if (tdiv == 3) 260 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
158 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
159 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
160 if (!chest) 266 if (!chest)
161 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
162 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
163 { 270 {
164 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 273 free (doorlist);
167 } 274 }
168 } 275 }
169 } 276 }
170 } 277 }
171 break; 278 break;
172 } 279 }
280
173 default: 281 default:
174 { 282 {
175 int i, j, tries; 283 int i, j, tries;
176 object *chest; 284 object *chest;
177 object **doorlist; 285 object **doorlist;
178 286
179 i = j = -1; 287 i = j = -1;
180 tries = 0; 288 tries = 0;
181 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
182 { 290 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
186 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
187 i = -1; 296 i = -1;
297
188 tries++; 298 tries++;
189 } 299 }
300
190 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
191 if (!chest) 303 if (!chest)
192 return; 304 return;
305
193 i = chest->x; 306 i = chest->x;
194 j = chest->y; 307 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
196 { 309 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
205 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
206 int ti, i, j; 319 int ti, i, j;
207 320
208 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
209 { 322 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 326 }
214 } 327 }
215} 328}
216 329
217/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
218 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
219 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
220
221object * 333object *
222place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
223{ 335{
224 object *the_chest;
225 int i, xl, yl;
226
227 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
228 337
229 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
230 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
231 if (i == -1) 340 if (i == -1)
232 { 341 {
233 the_chest->destroy (); 342 the_chest->destroy ();
234 return NULL; 343 return NULL;
235 } 344 }
236 345
237 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
238 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
239 348
240 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
241 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
242 return 0; 351 return 0;
243 352
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 360
252 if (tlist != NULL) 361 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 363 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
256 365
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
258 } 367 }
259 else 368 else
260 { /* use the style map */ 369 { /* use the style map */
261 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
263 } 372 }
264#endif 373#endif
265 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
267 376
268 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
270 } 379 }
271 380
272 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
273 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
274 { 383 {
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap;
277 385
278 if (trap_map) 386 if (trap_map)
279 { 387 {
280 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
281 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
283 if (the_trap) 393 if (the_trap)
284 { 394 {
285 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
286 396
287 new_trap = arch_to_object (the_trap->arch);
288 new_trap->copy_to (the_trap);
289 new_trap->x = x; 397 new_trap->x = x;
290 new_trap->y = y; 398 new_trap->y = y;
291 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
292 } 400 }
293 } 401 }
294 } 402 }
295 403
296 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
297 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
298 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 408 {
302 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
303
304 sprintf (keybuf, "%d", (int) RANDOM ());
305 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
307 } 411 }
308 412
309 /* actually place the chest. */ 413 /* actually place the chest. */
310 the_chest->x = xl; 414 the_chest->x = xl;
311 the_chest->y = yl; 415 the_chest->y = yl;
340 } 444 }
341 } 445 }
342 return NULL; 446 return NULL;
343} 447}
344 448
345
346
347/* places keys in the map, preferably in something alive.
348 keycode is the key's code,
349 door_flag is either PASS_DOORS or NO_PASS_DOORS.
350 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
351 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
353
354 The idea is that you call keyplace on x,y where a door is, and it'll make
355 sure a key is placed on both sides of the door.
356*/
357int
358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
359{
360 int i, j;
361 int kx = 0, ky = 0;
362 object *the_keymaster; /* the monster that gets the key. */
363 object *the_key;
364
365 /* get a key and set its keycode */
366 the_key = get_archetype ("key2");
367 the_key->slaying = keycode;
368
369 if (door_flag == PASS_DOORS)
370 {
371 int tries = 0;
372
373 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster)
375 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
378 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP);
380 }
381
382 /* if we don't find a good keymaster, drop the key on the ground. */
383 if (!the_keymaster)
384 {
385 int freeindex;
386
387 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 }
394
395 // can freeindex ever be < 0?
396 if (freeindex >= 0)
397 {
398 kx += freearr_x [freeindex];
399 ky += freearr_y [freeindex];
400 }
401 }
402 }
403 else
404 { /* NO_PASS_DOORS --we have to work harder. */
405 /* don't try to keyplace if we're sitting on a blocked square and
406 NO_PASS_DOORS is set. */
407 if (n_keys == 1)
408 {
409 if (wall_blocked (map, x, y))
410 return 0;
411
412 the_keymaster = find_monster_in_room (map, x, y, RP);
413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
414 find_spot_in_room (map, x, y, &kx, &ky, RP);
415 }
416 else
417 {
418 int sum = 0; /* count how many keys we actually place */
419
420 /* I'm lazy, so just try to place in all 4 directions. */
421 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
422 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
427 { /* diagonally this time. */
428 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
429 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
430 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
432 }
433
434 return 1;
435 }
436 }
437
438 if (!the_keymaster)
439 {
440 the_key->x = kx;
441 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1;
444 }
445
446 insert_ob_in_ob (the_key, the_keymaster);
447 return 1;
448}
449
450
451
452/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
453 450
454object *theMonsterToFind; 451object *theMonsterToFind;
455 452
456/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
488 return theMonsterToFind; 485 return theMonsterToFind;
489 } 486 }
490 } 487 }
491 488
492 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 491 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
496 if (theMonsterToFind != NULL) 493 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 494 return theMonsterToFind;
498 } 495 }
496
499 return theMonsterToFind; 497 return theMonsterToFind;
500} 498}
501
502 499
503/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
504 real work. */ 501 real work. */
505
506object * 502object *
507find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
508{ 504{
509 char **layout2; 505 Layout layout2 (RP);
510 int i, j; 506
507 layout2->clear ();
508
509 /* allocate and copy the layout, converting C to 0. */
510 for (int i = 0; i < layout2->w; i++)
511 for (int j = 0; j < layout2->h; j++)
512 if (wall_blocked (map, i, j))
513 layout2[i][j] = '#';
511 514
512 theMonsterToFind = 0; 515 theMonsterToFind = 0;
513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
514 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
523 }
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 517
526 /* deallocate the temp. layout */ 518 layout2.free ();
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532 519
533 return theMonsterToFind; 520 return theMonsterToFind;
534} 521}
535 522
536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
561 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
564 551
565 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 553 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 555
569} 556}
570 557
571/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
592 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
594 581
595 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
596 { 583 {
597 i = RANDOM () % number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
600 } 587 }
601 588
602 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
670 *cy = ly; 657 *cy = ly;
671 return; 658 return;
672 } 659 }
673 } 660 }
674 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
676 663
677 if (i != -1) 664 if (i != -1)
678 { 665 {
679 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
685 *cx = -1; 672 *cx = -1;
686 *cy = -1; 673 *cy = -1;
687 } 674 }
688} 675}
689 676
690
691void 677void
692remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
693{ 679{
694 object *tmp; 680 object *tmp;
695 681
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 684 {
699 if (tmp->head) 685 if (tmp->head)
700 tmp = tmp->head; 686 tmp = tmp->head;
701 tmp->remove (); 687 tmp->remove ();
704 if (tmp == NULL) 690 if (tmp == NULL)
705 break; 691 break;
706 }; 692 };
707} 693}
708 694
709
710/* surrounds the point x,y by doors, so as to enclose something, like 695/* surrounds the point x,y by doors, so as to enclose something, like
711 a chest. It only goes as far as the 8 squares surrounding, and 696 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
713
714object ** 698object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{ 700{
717 int i; 701 int i;
718 char *doors[2]; 702 const char *doors[2];
719 object **doorlist; 703 object **doorlist;
720 int ndoors_made = 0; 704 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 706
723 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
737 { 721 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 723
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 729 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 730 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 731 ndoors_made++;
750 } 732 }
751 } 733 }
734
752 return doorlist; 735 return doorlist;
753} 736}
754 737
755 738
756/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
762 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 747 return tmp;
765 return NULL; 748 return NULL;
766} 749}
767
768 750
769/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
770void 752void
771find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
772{ 754{
787 layout[x][y] = 1; 769 layout[x][y] = 1;
788 door = door_in_square (map, x, y); 770 door = door_in_square (map, x, y);
789 if (door) 771 if (door)
790 { 772 {
791 doorlist[*ndoors] = door; 773 doorlist[*ndoors] = door;
774
792 if (*ndoors > 1022) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
793 { 776 {
794 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
795 return; 778 return;
796 } 779 }
799 } 782 }
800 } 783 }
801 else 784 else
802 { 785 {
803 layout[x][y] = 1; 786 layout[x][y] = 1;
787
804 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 790 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
807 } 793 }
808} 794}
809 795
810/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
811object ** 797object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
813{ 799{
814 char **layout2;
815 object **doorlist;
816 int i, j; 800 int i, j;
817 int ndoors = 0; 801 int ndoors = 0;
818 802
819 doorlist = (object **) calloc (sizeof (int), 1024); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 804
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
807
822 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 810 for (j = 0; j < RP->Ysize; j++)
827 { 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 812
833 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
835 815
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 816 return doorlist;
842} 817}
843
844
845 818
846/* locks and/or hides all the doors in doorlist, or does nothing if 819/* locks and/or hides all the doors in doorlist, or does nothing if
847 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
848
849void 821void
850lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
851{ 823{
852 object *door; 824 object *door;
853 int i; 825 int i;
857 if (opts & DOORED) 829 if (opts & DOORED)
858 { 830 {
859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
860 { 832 {
861 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
862 char keybuf[1024];
863 834
864 door = doorlist[i]; 835 door = doorlist[i];
865 new_door->face = door->face; 836 new_door->face = door->face;
866 new_door->x = door->x; 837 new_door->x = door->x;
867 new_door->y = door->y; 838 new_door->y = door->y;
868 door->remove (); 839 door->remove ();
869 door->destroy (); 840 door->destroy ();
870 doorlist[i] = new_door; 841 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
873 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
875 } 845 }
876 } 846 }
877 847
878 /* change the faces of the doors and surrounding walls to hide them. */ 848 /* change the faces of the doors and surrounding walls to hide them. */
879 if (opts & HIDDEN) 849 if (opts & HIDDEN)
888 { 858 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
893 door->face = wallface->face; 864 door->face = wallface->face;
865
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
895 wallface->remove (); 867 wallface->remove ();
868
896 wallface->destroy (); 869 wallface->destroy ();
897 } 870 }
898 } 871 }
899 } 872 }
900} 873}

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