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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84
85 if (door_flag == PASS_DOORS)
86 {
87 int tries = 0;
88
89 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster)
91 {
92 i = rmg_rndm (RP->Xsize - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1;
94 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP);
96 }
97
98 /* if we don't find a good keymaster, drop the key on the ground. */
99 if (!the_keymaster)
100 {
101 int freeindex;
102
103 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1);
109 }
110
111 // can freeindex ever be < 0?
112 if (freeindex >= 0)
113 {
114 kx += freearr_x [freeindex];
115 ky += freearr_y [freeindex];
116 }
117 }
118 }
119 else
120 { /* NO_PASS_DOORS --we have to work harder. */
121 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */
123 if (n_keys == 1)
124 {
125 if (wall_blocked (map, x, y))
126 return 0;
127
128 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 }
132 else
133 {
134 int sum = 0; /* count how many keys we actually place */
135
136 /* I'm lazy, so just try to place in all 4 directions. */
137 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
141
142 if (sum < 2) /* we might have made a disconnected map-place more keys. */
143 { /* diagonally this time. */
144 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 }
149
150 return 1;
151 }
152 }
153
154 object *the_key = gen_key (keycode);
155
156 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key);
158 else
159 {
160 the_key->x = kx;
161 the_key->y = ky;
162 insert_ob_in_map (the_key, map, NULL, 0);
163 }
164
165 return 1;
166}
49 167
50/* returns true if square x,y has P_NO_PASS set, which is true for walls 168/* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters. 169 * and doors but not monsters.
52 * This function is not map tile aware. 170 * This function is not map tile aware.
53 */ 171 */
54
55int 172int
56wall_blocked (maptile *m, int x, int y) 173wall_blocked (maptile *m, int x, int y)
57{ 174{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 175 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 176 return 1;
177
178 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 180}
65 181
66/* place treasures in the map, given the 182/* place treasures in the map, given the
67map, (required) 183map, (required)
68layout, (required) 184layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 185treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 186treasureoptions (may be 0 for random choices or positive)
71*/ 187*/
72
73void 188void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 189place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 190{
76 char styledirname[1024]; 191 char styledirname[1024];
77 char stylefilepath[1024]; 192 char stylefilepath[1024];
80 195
81 /* bail out if treasure isn't wanted. */ 196 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 197 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 198 if (!strcmp (treasure_style, "none"))
84 return; 199 return;
200
85 if (treasureoptions <= 0) 201 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 202 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 203
88 /* filter out the mutually exclusive options */ 204 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 205 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 206 {
91 if (RANDOM () % 2) 207 if (rmg_rndm (2))
92 treasureoptions -= 1; 208 treasureoptions -= 1;
93 else 209 else
94 treasureoptions -= 2; 210 treasureoptions -= 2;
95 } 211 }
96 212
97 /* pick the number of treasures */ 213 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 214 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 215 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH) 216 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else 218 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 219 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
104 220
105 if (num_treasures <= 0) 221 if (num_treasures <= 0)
106 return; 222 return;
107 223
108 /* get the style map */ 224 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 225 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 227 style_map = find_style (styledirname, treasure_style, -1);
112 228
229 if (!style_map)
230 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
232 return;
233 }
234
113 /* all the treasure at one spot in the map. */ 235 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 236 if (treasureoptions & CONCENTRATED)
115 { 237 {
116
117 /* map_layout_style global, and is previously set */ 238 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
119 { 240 {
120 case LAYOUT_ONION: 241 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 242 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 250 for (j = 0; j < RP->Ysize; j++)
130 { 251 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 252 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 253 {
133 int tdiv = RP->symmetry_used; 254 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 255 object *chest;
136 256
137 if (tdiv == 3) 257 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 258 tdiv = 2; /* this symmetry uses a divisor of 2 */
259
139 /* don't put a chest on an exit. */ 260 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 261 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
262
141 if (!chest) 263 if (!chest)
142 continue; /* if no chest was placed NEXT */ 264 continue; /* if no chest was placed NEXT */
265
143 if (treasureoptions & (DOORED | HIDDEN)) 266 if (treasureoptions & (DOORED | HIDDEN))
144 { 267 {
145 doorlist = find_doors_in_room (map, i, j, RP); 268 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 269 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 270 free (doorlist);
148 } 271 }
149 } 272 }
150 } 273 }
151 } 274 }
152 break; 275 break;
153 } 276 }
277
154 default: 278 default:
155 { 279 {
156 int i, j, tries; 280 int i, j, tries;
157 object *chest; 281 object *chest;
158 object **doorlist; 282 object **doorlist;
159 283
160 i = j = -1; 284 i = j = -1;
161 tries = 0; 285 tries = 0;
162 while (i == -1 && tries < 100) 286 while (i == -1 && tries < 100)
163 { 287 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 288 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 289 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 290 find_enclosed_spot (map, &i, &j, RP);
291
167 if (wall_blocked (map, i, j)) 292 if (wall_blocked (map, i, j))
168 i = -1; 293 i = -1;
294
169 tries++; 295 tries++;
170 } 296 }
297
171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 298 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
299
172 if (!chest) 300 if (!chest)
173 return; 301 return;
302
174 i = chest->x; 303 i = chest->x;
175 j = chest->y; 304 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 305 if (treasureoptions & (DOORED | HIDDEN))
177 { 306 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 315 { /* DIFFUSE treasure layout */
187 int ti, i, j; 316 int ti, i, j;
188 317
189 for (ti = 0; ti < num_treasures; ti++) 318 for (ti = 0; ti < num_treasures; ti++)
190 { 319 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 320 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 321 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 322 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 323 }
195 } 324 }
196} 325}
197 326
198/* put a chest into the map, near x and y, with the treasure style 327/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 328 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 329 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 330object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 332{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 334
210 /* first, find a place to put the chest. */ 335 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 336 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 337 if (i == -1)
213 { 338 {
214 the_chest->destroy (); 339 the_chest->destroy ();
215 return NULL; 340 return NULL;
216 } 341 }
342
217 xl = x + freearr_x[i]; 343 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 344 int yl = y + freearr_y[i];
219 345
220 /* if the placement is blocked, return a fail. */ 346 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 347 if (wall_blocked (map, xl, yl))
222 return 0; 348 return 0;
223 349
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 356 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 357
232 if (tlist != NULL) 358 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 359 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 360 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 361 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 362
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 364 }
239 else 365 else
240 { /* use the style map */ 366 { /* use the style map */
241 the_chest->randomitems = tlist; 367 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 368 the_chest->stats.hp = n_treasures;
243 } 369 }
244#endif 370#endif
245 { /* neither style_map no treasure list given */ 371 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 372 treasurelist *tlist = treasurelist::find ("chest");
247 373
248 the_chest->randomitems = tlist; 374 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 375 the_chest->stats.hp = n_treasures;
250 } 376 }
251 377
252 /* stick a trap in the chest if required */ 378 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 379 if (treasureoptions & TRAPPED)
254 { 380 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 382
258 if (trap_map) 383 if (trap_map)
259 { 384 {
260 the_trap = pick_random_object (trap_map); 385 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386
261 the_trap->stats.Cha = 10 + RP->difficulty; 387 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 388 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
389
263 if (the_trap) 390 if (the_trap)
264 { 391 {
265 object *new_trap; 392 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 393
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 394 new_trap->x = x;
270 new_trap->y = y; 395 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 396 insert_ob_in_ob (new_trap, the_chest);
272 } 397 }
273 } 398 }
274 } 399 }
275 400
276 /* set the chest lock code, and call the keyplacer routine with 401 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 402 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 403 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 405 {
282 char keybuf[1024]; 406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
283
284 sprintf (keybuf, "%d", (int) RANDOM ());
285 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 408 }
288 409
289 /* actually place the chest. */ 410 /* actually place the chest. */
290 the_chest->x = xl; 411 the_chest->x = xl;
291 the_chest->y = yl; 412 the_chest->y = yl;
320 } 441 }
321 } 442 }
322 return NULL; 443 return NULL;
323} 444}
324 445
325
326
327/* places keys in the map, preferably in something alive.
328 keycode is the key's code,
329 door_flag is either PASS_DOORS or NO_PASS_DOORS.
330 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
331 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333
334 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door.
336*/
337
338int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{
341 int i, j;
342 int kx, ky;
343 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345
346 /* get a key and set its keycode */
347 the_key = get_archetype ("key2");
348 the_key->slaying = keycode;
349
350 if (door_flag == PASS_DOORS)
351 {
352 int tries = 0;
353
354 the_keymaster = NULL;
355 while (tries < 15 && the_keymaster == NULL)
356 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP);
361 }
362 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL)
364 {
365 int freeindex;
366
367 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky);
373 }
374 if (freeindex != -1)
375 {
376 kx += freearr_x[freeindex];
377 ky += freearr_y[freeindex];
378 }
379 }
380 }
381 else
382 { /* NO_PASS_DOORS --we have to work harder. */
383 /* don't try to keyplace if we're sitting on a blocked square and
384 NO_PASS_DOORS is set. */
385 if (n_keys == 1)
386 {
387 if (wall_blocked (map, x, y))
388 return 0;
389 the_keymaster = find_monster_in_room (map, x, y, RP);
390 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 }
393 else
394 {
395 int sum = 0; /* count how many keys we actually place */
396
397 /* I'm lazy, so just try to place in all 4 directions. */
398 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagnoally this time. */
404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 }
409 return 1;
410 }
411 }
412
413 if (the_keymaster == NULL)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423}
424
425
426
427/* both find_monster_in_room routines need to have access to this. */ 446/* both find_monster_in_room routines need to have access to this. */
428 447
429object *theMonsterToFind; 448object *theMonsterToFind;
430 449
431/* a recursive routine which will return a monster, eventually,if there is one. 450/* a recursive routine which will return a monster, eventually,if there is one.
463 return theMonsterToFind; 482 return theMonsterToFind;
464 } 483 }
465 } 484 }
466 485
467 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
468 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
469 { 488 {
470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
471 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 491 return theMonsterToFind;
473 } 492 }
493
474 return theMonsterToFind; 494 return theMonsterToFind;
475} 495}
476
477 496
478/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
479 real work. */ 498 real work. */
480
481object * 499object *
482find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
483{ 501{
484 char **layout2; 502 Layout layout2 (RP);
485 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
486 511
487 theMonsterToFind = 0; 512 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); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 514
501 /* deallocate the temp. layout */ 515 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 516
508 return theMonsterToFind; 517 return theMonsterToFind;
509} 518}
510
511
512
513 519
514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
515int *room_free_spots_x; 521int *room_free_spots_x;
516int *room_free_spots_y; 522int *room_free_spots_y;
517int number_of_free_spots_in_room; 523int number_of_free_spots_in_room;
518 524
519/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
520a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
521that datastructure. */ 527that datastructure. */
522
523void 528void
524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
525{ 530{
526 int i, j; 531 int i, j;
527 532
538 /* check off this point */ 543 /* check off this point */
539 layout[x][y] = 1; 544 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
543 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
544 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
545 {
546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
547 }
548 552
549} 553}
550 554
551/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
552void 556void
563 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 568 for (i = 0; i < RP->Xsize; i++)
565 { 569 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 571 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 572 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 573 layout2[i][j] = '#';
571 }
572 } 574 }
573 575
574 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
576 578
577 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
578 { 580 {
579 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
582 } 584 }
583 585
584 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 587 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 588 free (layout2[i]);
588 } 589
589 free (layout2); 590 free (layout2);
590 free (room_free_spots_x); 591 free (room_free_spots_x);
591 free (room_free_spots_y); 592 free (room_free_spots_y);
592} 593}
593 594
594 595
595/* searches the map for a spot with walls around it. The more 596/* searches the map for a spot with walls around it. The more
596 walls the better, but it'll settle for 1 wall, or even 0, but 597 walls the better, but it'll settle for 1 wall, or even 0, but
597 it'll return 0 if no FREE spots are found.*/ 598 it'll return 0 if no FREE spots are found.*/
598
599void 599void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{ 601{
602 int x, y; 602 int x, y;
603 int i; 603 int i;
654 *cy = ly; 654 *cy = ly;
655 return; 655 return;
656 } 656 }
657 } 657 }
658 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
659 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
660 if (i != -1 && i <= SIZEOFFREE1) 660
661 if (i != -1)
661 { 662 {
662 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
664 return; 665 }
666 else
665 } 667 {
666 /* indicate failure */ 668 /* indicate failure */
669 *cx = -1;
667 *cx = *cy = -1; 670 *cy = -1;
671 }
668} 672}
669
670 673
671void 674void
672remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
673{ 676{
674 object *tmp; 677 object *tmp;
675 678
676 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 681 {
679 if (tmp->head) 682 if (tmp->head)
680 tmp = tmp->head; 683 tmp = tmp->head;
681 tmp->remove (); 684 tmp->remove ();
684 if (tmp == NULL) 687 if (tmp == NULL)
685 break; 688 break;
686 }; 689 };
687} 690}
688 691
689
690/* surrounds the point x,y by doors, so as to enclose something, like 692/* surrounds the point x,y by doors, so as to enclose something, like
691 a chest. It only goes as far as the 8 squares surrounding, and 693 a chest. It only goes as far as the 8 squares surrounding, and
692 it'll remove any monsters it finds.*/ 694 it'll remove any monsters it finds.*/
693
694object ** 695object **
695surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 696surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
696{ 697{
697 int i; 698 int i;
698 char *doors[2]; 699 const char *doors[2];
699 object **doorlist; 700 object **doorlist;
700 int ndoors_made = 0; 701 int ndoors_made = 0;
701 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 702 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
702 703
703 /* this is a list we pick from, for horizontal and vertical doors */ 704 /* this is a list we pick from, for horizontal and vertical doors */
715 /* place doors in all the 8 adjacent unblocked squares. */ 716 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 717 for (i = 1; i < 9; i++)
717 { 718 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 720
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 722 { /* place a door */
723 remove_monsters (x1, y1, map);
724
722 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 725 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
723 726 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 727 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 728 ndoors_made++;
730 } 729 }
731 } 730 }
731
732 return doorlist; 732 return doorlist;
733} 733}
734 734
735 735
736/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 744 return tmp;
745 return NULL; 745 return NULL;
746} 746}
747
748 747
749/* the workhorse routine, which finds the doors in a room */ 748/* the workhorse routine, which finds the doors in a room */
750void 749void
751find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
752{ 751{
767 layout[x][y] = 1; 766 layout[x][y] = 1;
768 door = door_in_square (map, x, y); 767 door = door_in_square (map, x, y);
769 if (door) 768 if (door)
770 { 769 {
771 doorlist[*ndoors] = door; 770 doorlist[*ndoors] = door;
771
772 if (*ndoors > 1022) /* eek! out of memory */ 772 if (*ndoors > 1022) /* eek! out of memory */
773 { 773 {
774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
775 return; 775 return;
776 } 776 }
779 } 779 }
780 } 780 }
781 else 781 else
782 { 782 {
783 layout[x][y] = 1; 783 layout[x][y] = 1;
784
784 /* now search all the 8 squares around recursively for free spots,in random order */ 785 /* now search all the 8 squares around recursively for free spots,in random order */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 787 find_doors_in_room_recursive (layout, map,
788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 doorlist, ndoors, RP);
787 } 790 }
788} 791}
789 792
790/* find a random non-blocked spot in this room to drop a key. */ 793/* find a random non-blocked spot in this room to drop a key. */
791object ** 794object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
793{ 796{
794 char **layout2;
795 object **doorlist;
796 int i, j; 797 int i, j;
797 int ndoors = 0; 798 int ndoors = 0;
798 799
799 doorlist = (object **) calloc (sizeof (int), 1024); 800 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 801
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 802 LayoutData layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear ();
804
802 /* allocate and copy the layout, converting C to 0. */ 805 /* allocate and copy the layout, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 806 for (i = 0; i < RP->Xsize; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++) 807 for (j = 0; j < RP->Ysize; j++)
807 { 808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#';
810 }
811 }
812 809
813 /* setup num_free_spots and room_free_spots */ 810 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
815 812
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist; 813 return doorlist;
822} 814}
823
824
825 815
826/* locks and/or hides all the doors in doorlist, or does nothing if 816/* locks and/or hides all the doors in doorlist, or does nothing if
827 opts doesn't say to lock/hide doors. */ 817 opts doesn't say to lock/hide doors. */
828
829void 818void
830lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
831{ 820{
832 object *door; 821 object *door;
833 int i; 822 int i;
837 if (opts & DOORED) 826 if (opts & DOORED)
838 { 827 {
839 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
840 { 829 {
841 object *new_door = get_archetype ("locked_door1"); 830 object *new_door = get_archetype ("locked_door1");
842 char keybuf[1024];
843 831
844 door = doorlist[i]; 832 door = doorlist[i];
845 new_door->face = door->face; 833 new_door->face = door->face;
846 new_door->x = door->x; 834 new_door->x = door->x;
847 new_door->y = door->y; 835 new_door->y = door->y;
848 door->remove (); 836 door->remove ();
849 door->destroy (); 837 door->destroy ();
850 doorlist[i] = new_door; 838 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 839 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
853 new_door->slaying = keybuf;
854 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
855 } 842 }
856 } 843 }
857 844
858 /* change the faces of the doors and surrounding walls to hide them. */ 845 /* change the faces of the doors and surrounding walls to hide them. */
859 if (opts & HIDDEN) 846 if (opts & HIDDEN)
868 { 855 {
869 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
872 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
873 door->face = wallface->face; 861 door->face = wallface->face;
862
874 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
875 wallface->remove (); 864 wallface->remove ();
865
876 wallface->destroy (); 866 wallface->destroy ();
877 } 867 }
878 } 868 }
879 } 869 }
880} 870}

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