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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.16 by root, Mon Jan 15 01:55:22 2007 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 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 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}
49 170
50/* 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
51 * and doors but not monsters. 172 * and doors but not monsters.
52 * This function is not map tile aware. 173 * This function is not map tile aware.
53 */ 174 */
54
55int 175int
56wall_blocked (maptile *m, int x, int y) 176wall_blocked (maptile *m, int x, int y)
57{ 177{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 179 return 1;
180
181 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 183}
65 184
66/* place treasures in the map, given the 185/* place treasures in the map, given the
67map, (required) 186map, (required)
68layout, (required) 187layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 188treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 189treasureoptions (may be 0 for random choices or positive)
71*/ 190*/
72
73void 191void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 192place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 193{
76 char styledirname[1024]; 194 char styledirname[1024];
77 char stylefilepath[1024]; 195 char stylefilepath[1024];
80 198
81 /* bail out if treasure isn't wanted. */ 199 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 200 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 201 if (!strcmp (treasure_style, "none"))
84 return; 202 return;
203
85 if (treasureoptions <= 0) 204 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 206
88 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 209 {
91 if (RANDOM () % 2) 210 if (rmg_rndm (2))
92 treasureoptions -= 1; 211 treasureoptions -= 1;
93 else 212 else
94 treasureoptions -= 2; 213 treasureoptions -= 2;
95 } 214 }
96 215
97 /* pick the number of treasures */ 216 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 219 else if (treasureoptions & RICH)
101 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);
102 else 221 else
103 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);
104 223
105 if (num_treasures <= 0) 224 if (num_treasures <= 0)
106 return; 225 return;
107 226
108 /* get the style map */ 227 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 228 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 230 style_map = find_style (styledirname, treasure_style, -1);
112 231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
237
113 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
115 { 240 {
116
117 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
119 { 243 {
120 case LAYOUT_ONION: 244 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
130 { 254 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 256 {
133 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 258 object *chest;
136 259
137 if (tdiv == 3) 260 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
139 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
140 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
141 if (!chest) 266 if (!chest)
142 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
143 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
144 { 270 {
145 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 273 free (doorlist);
148 } 274 }
149 } 275 }
150 } 276 }
151 } 277 }
152 break; 278 break;
153 } 279 }
280
154 default: 281 default:
155 { 282 {
156 int i, j, tries; 283 int i, j, tries;
157 object *chest; 284 object *chest;
158 object **doorlist; 285 object **doorlist;
159 286
160 i = j = -1; 287 i = j = -1;
161 tries = 0; 288 tries = 0;
162 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
163 { 290 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
167 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
168 i = -1; 296 i = -1;
297
169 tries++; 298 tries++;
170 } 299 }
300
171 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
172 if (!chest) 303 if (!chest)
173 return; 304 return;
305
174 i = chest->x; 306 i = chest->x;
175 j = chest->y; 307 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
177 { 309 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
187 int ti, i, j; 319 int ti, i, j;
188 320
189 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
190 { 322 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 326 }
195 } 327 }
196} 328}
197 329
198/* 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
199 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,
200 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 */
201
202object * 333object *
203place_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)
204{ 335{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 337
210 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
211 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
212 if (i == -1) 340 if (i == -1)
213 { 341 {
214 the_chest->destroy (); 342 the_chest->destroy ();
215 return NULL; 343 return NULL;
216 } 344 }
345
217 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
219 348
220 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
222 return 0; 351 return 0;
223 352
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 360
232 if (tlist != NULL) 361 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 363 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 365
237 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);
238 } 367 }
239 else 368 else
240 { /* use the style map */ 369 { /* use the style map */
241 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
243 } 372 }
244#endif 373#endif
245 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
247 376
248 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
250 } 379 }
251 380
252 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
254 { 383 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 385
258 if (trap_map) 386 if (trap_map)
259 { 387 {
260 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
261 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
263 if (the_trap) 393 if (the_trap)
264 { 394 {
265 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 396
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 397 new_trap->x = x;
270 new_trap->y = y; 398 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
272 } 400 }
273 } 401 }
274 } 402 }
275 403
276 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
277 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
278 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 408 {
282 char keybuf[1024]; 409 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); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 411 }
288 412
289 /* actually place the chest. */ 413 /* actually place the chest. */
290 the_chest->x = xl; 414 the_chest->x = xl;
291 the_chest->y = yl; 415 the_chest->y = yl;
320 } 444 }
321 } 445 }
322 return NULL; 446 return NULL;
323} 447}
324 448
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_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 }
374
375 if (freeindex != -1)
376 {
377 kx += freearr_x[freeindex];
378 ky += freearr_y[freeindex];
379 }
380 }
381 }
382 else
383 { /* NO_PASS_DOORS --we have to work harder. */
384 /* don't try to keyplace if we're sitting on a blocked square and
385 NO_PASS_DOORS is set. */
386 if (n_keys == 1)
387 {
388 if (wall_blocked (map, x, y))
389 return 0;
390
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
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 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
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 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* 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. */
430 450
431object *theMonsterToFind; 451object *theMonsterToFind;
432 452
433/* 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.
465 return theMonsterToFind; 485 return theMonsterToFind;
466 } 486 }
467 } 487 }
468 488
469 /* 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 */
470 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++)
471 { 491 {
472 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);
473 if (theMonsterToFind != NULL) 493 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 494 return theMonsterToFind;
475 } 495 }
496
476 return theMonsterToFind; 497 return theMonsterToFind;
477} 498}
478
479 499
480/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
481 real work. */ 501 real work. */
482
483object * 502object *
484find_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)
485{ 504{
486 char **layout2; 505 Layout layout2 (RP);
487 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] = '#';
488 514
489 theMonsterToFind = 0; 515 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 517
503 /* deallocate the temp. layout */ 518 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 519
510 return theMonsterToFind; 520 return theMonsterToFind;
511} 521}
512
513
514
515 522
516/* 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 */
517int *room_free_spots_x; 524int *room_free_spots_x;
518int *room_free_spots_y; 525int *room_free_spots_y;
519int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
520 527
521/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 530that datastructure. */
524
525void 531void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 533{
528 int i, j; 534 int i, j;
529 535
540 /* check off this point */ 546 /* check off this point */
541 layout[x][y] = 1; 547 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
545 /* 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 */
546 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++)
547 {
548 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);
549 }
550 555
551} 556}
552 557
553/* 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. */
554void 559void
565 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
567 { 572 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
573 }
574 } 577 }
575 578
576 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
578 581
579 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
580 { 583 {
581 i = RANDOM () % number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
584 } 587 }
585 588
586 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 591 free (layout2[i]);
590 } 592
591 free (layout2); 593 free (layout2);
592 free (room_free_spots_x); 594 free (room_free_spots_x);
593 free (room_free_spots_y); 595 free (room_free_spots_y);
594} 596}
595 597
596 598
597/* searches the map for a spot with walls around it. The more 599/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 600 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
600
601void 602void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 604{
604 int x, y; 605 int x, y;
605 int i; 606 int i;
656 *cy = ly; 657 *cy = ly;
657 return; 658 return;
658 } 659 }
659 } 660 }
660 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 663
664 if (i != -1)
663 { 665 {
664 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
666 return; 668 }
669 else
667 } 670 {
668 /* indicate failure */ 671 /* indicate failure */
672 *cx = -1;
669 *cx = *cy = -1; 673 *cy = -1;
674 }
670} 675}
671
672 676
673void 677void
674remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
675{ 679{
676 object *tmp; 680 object *tmp;
677 681
678 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)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 684 {
681 if (tmp->head) 685 if (tmp->head)
682 tmp = tmp->head; 686 tmp = tmp->head;
683 tmp->remove (); 687 tmp->remove ();
686 if (tmp == NULL) 690 if (tmp == NULL)
687 break; 691 break;
688 }; 692 };
689} 693}
690 694
691
692/* 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
693 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
694 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
695
696object ** 698object **
697surround_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)
698{ 700{
699 int i; 701 int i;
700 char *doors[2]; 702 const char *doors[2];
701 object **doorlist; 703 object **doorlist;
702 int ndoors_made = 0; 704 int ndoors_made = 0;
703 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 */
704 706
705 /* 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 */
717 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
719 { 721 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 723
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
724 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]);
725 729 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 730 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 731 ndoors_made++;
732 } 732 }
733 } 733 }
734
734 return doorlist; 735 return doorlist;
735} 736}
736 737
737 738
738/* 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. */
744 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)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 747 return tmp;
747 return NULL; 748 return NULL;
748} 749}
749
750 750
751/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
752void 752void
753find_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)
754{ 754{
769 layout[x][y] = 1; 769 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 770 door = door_in_square (map, x, y);
771 if (door) 771 if (door)
772 { 772 {
773 doorlist[*ndoors] = door; 773 doorlist[*ndoors] = door;
774
774 if (*ndoors > 1022) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
775 { 776 {
776 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");
777 return; 778 return;
778 } 779 }
781 } 782 }
782 } 783 }
783 else 784 else
784 { 785 {
785 layout[x][y] = 1; 786 layout[x][y] = 1;
787
786 /* 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 */
787 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++)
788 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);
789 } 793 }
790} 794}
791 795
792/* 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. */
793object ** 797object **
794find_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)
795{ 799{
796 char **layout2;
797 object **doorlist;
798 int i, j; 800 int i, j;
799 int ndoors = 0; 801 int ndoors = 0;
800 802
801 doorlist = (object **) calloc (sizeof (int), 1024); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
802 804
803 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
807
804 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
806 {
807 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
808 for (j = 0; j < RP->Ysize; j++) 810 for (j = 0; j < RP->Ysize; j++)
809 { 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 if (wall_blocked (map, i, j))
811 layout2[i][j] = '#';
812 }
813 }
814 812
815 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
816 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);
817 815
818 /* deallocate the temp. layout */
819 for (i = 0; i < RP->Xsize; i++)
820 free (layout2[i]);
821
822 free (layout2);
823 return doorlist; 816 return doorlist;
824} 817}
825
826
827 818
828/* 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
829 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
830
831void 821void
832lock_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)
833{ 823{
834 object *door; 824 object *door;
835 int i; 825 int i;
839 if (opts & DOORED) 829 if (opts & DOORED)
840 { 830 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 { 832 {
843 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
844 char keybuf[1024];
845 834
846 door = doorlist[i]; 835 door = doorlist[i];
847 new_door->face = door->face; 836 new_door->face = door->face;
848 new_door->x = door->x; 837 new_door->x = door->x;
849 new_door->y = door->y; 838 new_door->y = door->y;
850 door->remove (); 839 door->remove ();
851 door->destroy (); 840 door->destroy ();
852 doorlist[i] = new_door; 841 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
855 new_door->slaying = keybuf;
856 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);
857 } 845 }
858 } 846 }
859 847
860 /* 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. */
861 if (opts & HIDDEN) 849 if (opts & HIDDEN)
870 { 858 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
875 door->face = wallface->face; 864 door->face = wallface->face;
865
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
877 wallface->remove (); 867 wallface->remove ();
868
878 wallface->destroy (); 869 wallface->destroy ();
879 } 870 }
880 } 871 }
881 } 872 }
882} 873}

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