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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
41#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
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}
46 170
47/* 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
48 * and doors but not monsters. 172 * and doors but not monsters.
49 * This function is not map tile aware. 173 * This function is not map tile aware.
50 */ 174 */
52wall_blocked (maptile *m, int x, int y) 176wall_blocked (maptile *m, int x, int y)
53{ 177{
54 if (OUT_OF_REAL_MAP (m, x, y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 179 return 1;
56 180
181 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 183}
60 184
61/* place treasures in the map, given the 185/* place treasures in the map, given the
62map, (required) 186map, (required)
63layout, (required) 187layout, (required)
74 198
75 /* bail out if treasure isn't wanted. */ 199 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 200 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 201 if (!strcmp (treasure_style, "none"))
78 return; 202 return;
203
79 if (treasureoptions <= 0) 204 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
81 206
82 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 209 {
85 if (RANDOM () % 2) 210 if (rmg_rndm (2))
86 treasureoptions -= 1; 211 treasureoptions -= 1;
87 else 212 else
88 treasureoptions -= 2; 213 treasureoptions -= 2;
89 } 214 }
90 215
91 /* pick the number of treasures */ 216 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
93 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);
94 else if (treasureoptions & RICH) 219 else if (treasureoptions & RICH)
95 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);
96 else 221 else
97 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);
98 223
99 if (num_treasures <= 0) 224 if (num_treasures <= 0)
100 return; 225 return;
101 226
102 /* get the style map */ 227 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 228 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 230 style_map = find_style (styledirname, treasure_style, -1);
106 231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
237
107 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
109 { 240 {
110
111 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
113 { 243 {
114 case LAYOUT_ONION: 244 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
124 { 254 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 256 {
127 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 258 object *chest;
130 259
131 if (tdiv == 3) 260 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
133 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
134 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
135 if (!chest) 266 if (!chest)
136 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
137 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
138 { 270 {
139 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 273 free (doorlist);
142 } 274 }
143 } 275 }
144 } 276 }
145 } 277 }
146 break; 278 break;
147 } 279 }
280
148 default: 281 default:
149 { 282 {
150 int i, j, tries; 283 int i, j, tries;
151 object *chest; 284 object *chest;
152 object **doorlist; 285 object **doorlist;
153 286
154 i = j = -1; 287 i = j = -1;
155 tries = 0; 288 tries = 0;
156 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
157 { 290 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
161 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
162 i = -1; 296 i = -1;
297
163 tries++; 298 tries++;
164 } 299 }
300
165 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
166 if (!chest) 303 if (!chest)
167 return; 304 return;
305
168 i = chest->x; 306 i = chest->x;
169 j = chest->y; 307 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
171 { 309 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
181 int ti, i, j; 319 int ti, i, j;
182 320
183 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
184 { 322 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 326 }
189 } 327 }
190} 328}
191 329
192/* 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
193 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,
194 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 */
195
196object * 333object *
197place_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)
198{ 335{
199 object *the_chest;
200 int i, xl, yl;
201
202 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
203 337
204 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
205 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
206 if (i == -1) 340 if (i == -1)
207 { 341 {
208 the_chest->destroy (); 342 the_chest->destroy ();
209 return NULL; 343 return NULL;
210 } 344 }
211 345
212 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
213 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
214 348
215 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
216 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
217 return 0; 351 return 0;
218 352
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 360
227 if (tlist != NULL) 361 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 363 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
231 365
232 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);
233 } 367 }
234 else 368 else
235 { /* use the style map */ 369 { /* use the style map */
236 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
238 } 372 }
239#endif 373#endif
240 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
242 376
243 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
245 } 379 }
246 380
247 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
248 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
249 { 383 {
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap;
252 385
253 if (trap_map) 386 if (trap_map)
254 { 387 {
255 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
256 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
258 if (the_trap) 393 if (the_trap)
259 { 394 {
260 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
261 396
262 new_trap = arch_to_object (the_trap->arch);
263 new_trap->copy_to (the_trap);
264 new_trap->x = x; 397 new_trap->x = x;
265 new_trap->y = y; 398 new_trap->y = y;
266 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
267 } 400 }
268 } 401 }
269 } 402 }
270 403
271 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
272 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
273 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 408 {
277 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
278
279 sprintf (keybuf, "%d", (int) RANDOM ());
280 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
282 } 411 }
283 412
284 /* actually place the chest. */ 413 /* actually place the chest. */
285 the_chest->x = xl; 414 the_chest->x = xl;
286 the_chest->y = yl; 415 the_chest->y = yl;
315 } 444 }
316 } 445 }
317 return NULL; 446 return NULL;
318} 447}
319 448
320
321
322/* places keys in the map, preferably in something alive.
323 keycode is the key's code,
324 door_flag is either PASS_DOORS or NO_PASS_DOORS.
325 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
326 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
327 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
328
329 The idea is that you call keyplace on x,y where a door is, and it'll make
330 sure a key is placed on both sides of the door.
331*/
332int
333keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
334{
335 int i, j;
336 int kx = 0, ky = 0;
337 object *the_keymaster; /* the monster that gets the key. */
338 object *the_key;
339
340 /* get a key and set its keycode */
341 the_key = get_archetype ("key2");
342 the_key->slaying = keycode;
343
344 if (door_flag == PASS_DOORS)
345 {
346 int tries = 0;
347
348 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster)
350 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1;
353 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP);
355 }
356
357 /* if we don't find a good keymaster, drop the key on the ground. */
358 if (!the_keymaster)
359 {
360 int freeindex;
361
362 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
368 }
369
370 // can freeindex ever be < 0?
371 if (freeindex >= 0)
372 {
373 kx += freearr_x [freeindex];
374 ky += freearr_y [freeindex];
375 }
376 }
377 }
378 else
379 { /* NO_PASS_DOORS --we have to work harder. */
380 /* don't try to keyplace if we're sitting on a blocked square and
381 NO_PASS_DOORS is set. */
382 if (n_keys == 1)
383 {
384 if (wall_blocked (map, x, y))
385 return 0;
386
387 the_keymaster = find_monster_in_room (map, x, y, RP);
388 if (!the_keymaster) /* if fail, find a spot to drop the key. */
389 find_spot_in_room (map, x, y, &kx, &ky, RP);
390 }
391 else
392 {
393 int sum = 0; /* count how many keys we actually place */
394
395 /* I'm lazy, so just try to place in all 4 directions. */
396 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
397 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
408
409 return 1;
410 }
411 }
412
413 if (!the_keymaster)
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. */ 449/* both find_monster_in_room routines need to have access to this. */
428 450
429object *theMonsterToFind; 451object *theMonsterToFind;
430 452
431/* 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.
463 return theMonsterToFind; 485 return theMonsterToFind;
464 } 486 }
465 } 487 }
466 488
467 /* 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 */
468 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++)
469 { 491 {
470 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);
471 if (theMonsterToFind != NULL) 493 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 494 return theMonsterToFind;
473 } 495 }
496
474 return theMonsterToFind; 497 return theMonsterToFind;
475} 498}
476
477 499
478/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
479 real work. */ 501 real work. */
480
481object * 502object *
482find_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)
483{ 504{
484 char **layout2; 505 Layout layout2 (RP);
485 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] = '#';
486 514
487 theMonsterToFind = 0; 515 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); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 517
501 /* deallocate the temp. layout */ 518 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 519
508 return theMonsterToFind; 520 return theMonsterToFind;
509} 521}
510 522
511/* 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 */
536 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
539 551
540 /* 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 */
541 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++)
542 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);
543 555
544} 556}
545 557
546/* 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. */
567 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
569 581
570 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
571 { 583 {
572 i = RANDOM () % number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
575 } 587 }
576 588
577 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
645 *cy = ly; 657 *cy = ly;
646 return; 658 return;
647 } 659 }
648 } 660 }
649 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
650 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);
651 663
652 if (i != -1) 664 if (i != -1)
653 { 665 {
654 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
660 *cx = -1; 672 *cx = -1;
661 *cy = -1; 673 *cy = -1;
662 } 674 }
663} 675}
664 676
665
666void 677void
667remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
668{ 679{
669 object *tmp; 680 object *tmp;
670 681
671 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)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 684 {
674 if (tmp->head) 685 if (tmp->head)
675 tmp = tmp->head; 686 tmp = tmp->head;
676 tmp->remove (); 687 tmp->remove ();
679 if (tmp == NULL) 690 if (tmp == NULL)
680 break; 691 break;
681 }; 692 };
682} 693}
683 694
684
685/* 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
686 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
687 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
688
689object ** 698object **
690surround_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)
691{ 700{
692 int i; 701 int i;
693 char *doors[2]; 702 const char *doors[2];
694 object **doorlist; 703 object **doorlist;
695 int ndoors_made = 0; 704 int ndoors_made = 0;
696 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 */
697 706
698 /* 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 */
710 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
712 { 721 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 723
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
717 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]);
718 729 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 730 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 731 ndoors_made++;
725 } 732 }
726 } 733 }
734
727 return doorlist; 735 return doorlist;
728} 736}
729 737
730 738
731/* 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. */
737 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)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 747 return tmp;
740 return NULL; 748 return NULL;
741} 749}
742
743 750
744/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
745void 752void
746find_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)
747{ 754{
762 layout[x][y] = 1; 769 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 770 door = door_in_square (map, x, y);
764 if (door) 771 if (door)
765 { 772 {
766 doorlist[*ndoors] = door; 773 doorlist[*ndoors] = door;
774
767 if (*ndoors > 1022) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
768 { 776 {
769 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");
770 return; 778 return;
771 } 779 }
774 } 782 }
775 } 783 }
776 else 784 else
777 { 785 {
778 layout[x][y] = 1; 786 layout[x][y] = 1;
787
779 /* 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 */
780 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++)
781 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);
782 } 793 }
783} 794}
784 795
785/* 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. */
786object ** 797object **
787find_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)
788{ 799{
789 char **layout2;
790 object **doorlist;
791 int i, j; 800 int i, j;
792 int ndoors = 0; 801 int ndoors = 0;
793 802
794 doorlist = (object **) calloc (sizeof (int), 1024); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 804
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
807
797 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 810 for (j = 0; j < RP->Ysize; j++)
802 { 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#';
805 }
806 }
807 812
808 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
809 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);
810 815
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 816 return doorlist;
817} 817}
818
819
820 818
821/* 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
822 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
823
824void 821void
825lock_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)
826{ 823{
827 object *door; 824 object *door;
828 int i; 825 int i;
832 if (opts & DOORED) 829 if (opts & DOORED)
833 { 830 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
835 { 832 {
836 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
837 char keybuf[1024];
838 834
839 door = doorlist[i]; 835 door = doorlist[i];
840 new_door->face = door->face; 836 new_door->face = door->face;
841 new_door->x = door->x; 837 new_door->x = door->x;
842 new_door->y = door->y; 838 new_door->y = door->y;
843 door->remove (); 839 door->remove ();
844 door->destroy (); 840 door->destroy ();
845 doorlist[i] = new_door; 841 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
848 new_door->slaying = keybuf;
849 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);
850 } 845 }
851 } 846 }
852 847
853 /* 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. */
854 if (opts & HIDDEN) 849 if (opts & HIDDEN)
863 { 858 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
868 door->face = wallface->face; 864 door->face = wallface->face;
865
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
870 wallface->remove (); 867 wallface->remove ();
868
871 wallface->destroy (); 869 wallface->destroy ();
872 } 870 }
873 } 871 }
874 } 872 }
875} 873}

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