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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.42 by root, Thu Sep 25 04:35:50 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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
27
28 25
29#include <global.h> 26#include <global.h>
30#include <random_map.h> 27#include <random_map.h>
31#include <rproto.h> 28#include <rproto.h>
32 29
43#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 */
44 41
45#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 43#define PASS_DOORS 1
47 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_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 if (the_keymaster)
154 the_keymaster->head_ ()->insert (the_key);
155 else
156 {
157 the_key->x = kx;
158 the_key->y = ky;
159 insert_ob_in_map (the_key, map, NULL, 0);
160 }
161
162 return 1;
163}
48 164
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 165/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 166 * and doors but not monsters.
51 * This function is not map tile aware. 167 * This function is not map tile aware.
52 */ 168 */
53
54int 169int
55wall_blocked (maptile *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
56{ 171{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 173 return 1;
174
175 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 177}
64 178
65/* place treasures in the map, given the 179/* place treasures in the map, given the
66map, (required) 180map, (required)
67layout, (required) 181layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 182treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 183treasureoptions (may be 0 for random choices or positive)
70*/ 184*/
71
72void 185void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 186place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 187{
75 char styledirname[1024]; 188 char styledirname[1024];
76 char stylefilepath[1024]; 189 char stylefilepath[1024];
79 192
80 /* bail out if treasure isn't wanted. */ 193 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 194 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
83 return; 196 return;
197
84 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 200
87 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 203 {
90 if (RANDOM () % 2) 204 if (rmg_rndm (2))
91 treasureoptions -= 1; 205 treasureoptions -= 1;
92 else 206 else
93 treasureoptions -= 2; 207 treasureoptions -= 2;
94 } 208 }
95 209
96 /* pick the number of treasures */ 210 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 212 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 214 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 215 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 216 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 217
104 if (num_treasures <= 0) 218 if (num_treasures <= 0)
105 return; 219 return;
106 220
107 /* get the style map */ 221 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
111 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
112 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
114 { 234 {
115
116 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
118 { 237 {
119 case LAYOUT_ONION: 238 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 239 case LAYOUT_SPIRAL:
128 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
129 { 248 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 250 {
132 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 252 object *chest;
135 253
136 if (tdiv == 3) 254 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
138 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 258 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
259
140 if (!chest) 260 if (!chest)
141 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
142 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
143 { 264 {
144 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 267 free (doorlist);
147 } 268 }
148 } 269 }
149 } 270 }
150 } 271 }
151 break; 272 break;
152 } 273 }
274
153 default: 275 default:
154 { 276 {
155 int i, j, tries; 277 int i, j, tries;
156 object *chest; 278 object *chest;
157 object **doorlist; 279 object **doorlist;
158 280
159 i = j = -1; 281 i = j = -1;
160 tries = 0; 282 tries = 0;
161 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
162 { 284 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
166 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
167 i = -1; 290 i = -1;
291
168 tries++; 292 tries++;
169 } 293 }
294
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 295 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
296
171 if (!chest) 297 if (!chest)
172 return; 298 return;
299
173 i = chest->x; 300 i = chest->x;
174 j = chest->y; 301 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
176 { 303 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
186 int ti, i, j; 313 int ti, i, j;
187 314
188 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
189 { 316 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 320 }
194 } 321 }
195} 322}
196 323
197/* put a chest into the map, near x and y, with the treasure style 324/* put a chest into the map, near x and y, with the treasure style
198 determined (may be null, or may be a treasure list from lib/treasures, 325 determined (may be null, or may be a treasure list from lib/treasures,
199 if the global variable "treasurestyle" is set to that treasure list's name */ 326 if the global variable "treasurestyle" is set to that treasure list's name */
200
201object * 327object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 329{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 331
209 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 333 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 334 if (i == -1)
212 { 335 {
213 the_chest->destroy (); 336 the_chest->destroy ();
214 return NULL; 337 return NULL;
215 } 338 }
216 339
217 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
219 342
220 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
222 return 0; 345 return 0;
223 346
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 354
232 if (tlist != NULL) 355 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 357 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 359
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 361 }
239 else 362 else
240 { /* use the style map */ 363 { /* use the style map */
241 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
243 } 366 }
244#endif 367#endif
245 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
247 370
248 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
250 } 373 }
251 374
252 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
254 { 377 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 379
258 if (trap_map) 380 if (trap_map)
259 { 381 {
260 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
261 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
263 if (the_trap) 387 if (the_trap)
264 { 388 {
265 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 390
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 391 new_trap->x = x;
270 new_trap->y = y; 392 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
272 } 394 }
273 } 395 }
274 } 396 }
275 397
276 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 399 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 402 {
282 char keybuf[1024]; 403 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); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 405 }
288 406
289 /* actually place the chest. */ 407 /* actually place the chest. */
290 the_chest->x = xl; 408 the_chest->x = xl;
291 the_chest->y = yl; 409 the_chest->y = yl;
320 } 438 }
321 } 439 }
322 return NULL; 440 return NULL;
323} 441}
324 442
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. */ 443/* both find_monster_in_room routines need to have access to this. */
430 444
431object *theMonsterToFind; 445object *theMonsterToFind;
432 446
433/* a recursive routine which will return a monster, eventually,if there is one. 447/* a recursive routine which will return a monster, eventually,if there is one.
465 return theMonsterToFind; 479 return theMonsterToFind;
466 } 480 }
467 } 481 }
468 482
469 /* now search all the 8 squares around recursively for a monster,in random order */ 483 /* 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++) 484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 485 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 486 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) 487 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 488 return theMonsterToFind;
475 } 489 }
490
476 return theMonsterToFind; 491 return theMonsterToFind;
477} 492}
478
479 493
480/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
481 real work. */ 495 real work. */
482
483object * 496object *
484find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 498{
486 char **layout2; 499 Layout layout2 (RP);
487 int i, j; 500
501 layout2->clear ();
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++)
505 for (int j = 0; j < layout2->h; j++)
506 if (wall_blocked (map, i, j))
507 layout2[i][j] = '#';
488 508
489 theMonsterToFind = 0; 509 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); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 511
503 /* deallocate the temp. layout */ 512 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 513
510 return theMonsterToFind; 514 return theMonsterToFind;
511} 515}
512
513
514
515 516
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 518int *room_free_spots_x;
518int *room_free_spots_y; 519int *room_free_spots_y;
519int number_of_free_spots_in_room; 520int number_of_free_spots_in_room;
520 521
521/* the workhorse routine, which finds the free spots in a room: 522/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 523a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 524that datastructure. */
524
525void 525void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 527{
528 int i, j; 528 int i, j;
529 529
540 /* check off this point */ 540 /* check off this point */
541 layout[x][y] = 1; 541 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
545
545 /* now search all the 8 squares around recursively for free spots,in random order */ 546 /* 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++) 547 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); 548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 549
551} 550}
552 551
553/* find a random non-blocked spot in this room to drop a key. */ 552/* find a random non-blocked spot in this room to drop a key. */
554void 553void
565 /* allocate and copy the layout, converting C to 0. */ 564 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 565 for (i = 0; i < RP->Xsize; i++)
567 { 566 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 568 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 569 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 570 layout2[i][j] = '#';
573 }
574 } 571 }
575 572
576 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
578 575
579 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
580 { 577 {
581 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
584 } 581 }
585 582
586 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 584 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 585 free (layout2[i]);
590 } 586
591 free (layout2); 587 free (layout2);
592 free (room_free_spots_x); 588 free (room_free_spots_x);
593 free (room_free_spots_y); 589 free (room_free_spots_y);
594} 590}
595 591
596 592
597/* searches the map for a spot with walls around it. The more 593/* 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 594 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.*/ 595 it'll return 0 if no FREE spots are found.*/
600
601void 596void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 597find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 598{
604 int x, y; 599 int x, y;
605 int i; 600 int i;
656 *cy = ly; 651 *cy = ly;
657 return; 652 return;
658 } 653 }
659 } 654 }
660 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
661 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 657
663 if (i != -1) 658 if (i != -1)
664 { 659 {
665 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
671 *cx = -1; 666 *cx = -1;
672 *cy = -1; 667 *cy = -1;
673 } 668 }
674} 669}
675 670
676
677void 671void
678remove_monsters (int x, int y, maptile *map) 672remove_monsters (int x, int y, maptile *map)
679{ 673{
680 object *tmp; 674 object *tmp;
681 675
682 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 676 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 678 {
685 if (tmp->head) 679 if (tmp->head)
686 tmp = tmp->head; 680 tmp = tmp->head;
687 tmp->remove (); 681 tmp->remove ();
690 if (tmp == NULL) 684 if (tmp == NULL)
691 break; 685 break;
692 }; 686 };
693} 687}
694 688
695
696/* surrounds the point x,y by doors, so as to enclose something, like 689/* surrounds the point x,y by doors, so as to enclose something, like
697 a chest. It only goes as far as the 8 squares surrounding, and 690 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/ 691 it'll remove any monsters it finds.*/
699
700object ** 692object **
701surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 693surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
702{ 694{
703 int i; 695 int i;
704 char *doors[2]; 696 const char *doors[2];
705 object **doorlist; 697 object **doorlist;
706 int ndoors_made = 0; 698 int ndoors_made = 0;
707 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 699 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
708 700
709 /* this is a list we pick from, for horizontal and vertical doors */ 701 /* this is a list we pick from, for horizontal and vertical doors */
721 /* place doors in all the 8 adjacent unblocked squares. */ 713 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++) 714 for (i = 1; i < 9; i++)
723 { 715 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 716 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
725 717
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 718 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
727 { /* place a door */ 719 { /* place a door */
720 remove_monsters (x1, y1, map);
721
728 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 722 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
729 723 map->insert (new_door, x1, y1);
730 new_door->x = x + freearr_x[i];
731 new_door->y = y + freearr_y[i];
732 remove_monsters (new_door->x, new_door->y, map);
733 insert_ob_in_map (new_door, map, NULL, 0);
734 doorlist[ndoors_made] = new_door; 724 doorlist[ndoors_made] = new_door;
735 ndoors_made++; 725 ndoors_made++;
736 } 726 }
737 } 727 }
728
738 return doorlist; 729 return doorlist;
739} 730}
740 731
741 732
742/* returns the first door in this square, or NULL if there isn't a door. */ 733/* returns the first door in this square, or NULL if there isn't a door. */
748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 739 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 740 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 741 return tmp;
751 return NULL; 742 return NULL;
752} 743}
753
754 744
755/* the workhorse routine, which finds the doors in a room */ 745/* the workhorse routine, which finds the doors in a room */
756void 746void
757find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 747find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
758{ 748{
773 layout[x][y] = 1; 763 layout[x][y] = 1;
774 door = door_in_square (map, x, y); 764 door = door_in_square (map, x, y);
775 if (door) 765 if (door)
776 { 766 {
777 doorlist[*ndoors] = door; 767 doorlist[*ndoors] = door;
768
778 if (*ndoors > 1022) /* eek! out of memory */ 769 if (*ndoors > 1022) /* eek! out of memory */
779 { 770 {
780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 771 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
781 return; 772 return;
782 } 773 }
785 } 776 }
786 } 777 }
787 else 778 else
788 { 779 {
789 layout[x][y] = 1; 780 layout[x][y] = 1;
781
790 /* now search all the 8 squares around recursively for free spots,in random order */ 782 /* now search all the 8 squares around recursively for free spots,in random order */
791 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 783 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
792 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 784 find_doors_in_room_recursive (layout, map,
785 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
786 doorlist, ndoors, RP);
793 } 787 }
794} 788}
795 789
796/* find a random non-blocked spot in this room to drop a key. */ 790/* find a random non-blocked spot in this room to drop a key. */
797object ** 791object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 793{
800 char **layout2;
801 object **doorlist;
802 int i, j; 794 int i, j;
803 int ndoors = 0; 795 int ndoors = 0;
804 796
805 doorlist = (object **) calloc (sizeof (int), 1024); 797 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 798
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 799 LayoutData layout2 (RP->Xsize, RP->Ysize);
800 layout2.clear ();
801
808 /* allocate and copy the layout, converting C to 0. */ 802 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 803 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 804 for (j = 0; j < RP->Ysize; j++)
813 { 805 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 806
819 /* setup num_free_spots and room_free_spots */ 807 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 808 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821 809
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 810 return doorlist;
828} 811}
829
830
831 812
832/* locks and/or hides all the doors in doorlist, or does nothing if 813/* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */ 814 opts doesn't say to lock/hide doors. */
834
835void 815void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 816lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 817{
838 object *door; 818 object *door;
839 int i; 819 int i;
842 822
843 if (opts & DOORED) 823 if (opts & DOORED)
844 { 824 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 825 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
846 { 826 {
847 object *new_door = get_archetype ("locked_door1"); 827 object *new_door = get_archetype (shstr_locked_door1);
848 char keybuf[1024];
849 828
850 door = doorlist[i]; 829 door = doorlist[i];
851 new_door->face = door->face; 830 new_door->face = door->face;
852 new_door->x = door->x; 831 new_door->x = door->x;
853 new_door->y = door->y; 832 new_door->y = door->y;
854 door->remove (); 833 door->remove ();
855 door->destroy (); 834 door->destroy ();
856 doorlist[i] = new_door; 835 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 836 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", (int) RANDOM ()); 837 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
859 new_door->slaying = keybuf;
860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 838 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
861 } 839 }
862 } 840 }
863 841
864 /* change the faces of the doors and surrounding walls to hide them. */ 842 /* change the faces of the doors and surrounding walls to hide them. */
865 if (opts & HIDDEN) 843 if (opts & HIDDEN)
874 { 852 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
857
879 door->face = wallface->face; 858 door->face = wallface->face;
859
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
881 wallface->remove (); 861 wallface->remove ();
862
882 wallface->destroy (); 863 wallface->destroy ();
883 } 864 }
884 } 865 }
885 } 866 }
886} 867}

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