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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.43 by root, Mon Sep 29 09:04:51 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_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 (true);
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 (true);
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}
49 164
50/* 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
51 * and doors but not monsters. 166 * and doors but not monsters.
52 * This function is not map tile aware. 167 * This function is not map tile aware.
53 */ 168 */
54
55int 169int
56wall_blocked (maptile *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
57{ 171{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 173 return 1;
174
175 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 177}
65 178
66/* place treasures in the map, given the 179/* place treasures in the map, given the
67map, (required) 180map, (required)
68layout, (required) 181layout, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 183treasureoptions (may be 0 for random choices or positive)
71*/ 184*/
72
73void 185void
74place_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)
75{ 187{
76 char styledirname[1024]; 188 char styledirname[1024];
77 char stylefilepath[1024]; 189 char stylefilepath[1024];
80 192
81 /* bail out if treasure isn't wanted. */ 193 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 194 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
84 return; 196 return;
197
85 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 200
88 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 203 {
91 if (RANDOM () % 2) 204 if (rmg_rndm (2))
92 treasureoptions -= 1; 205 treasureoptions -= 1;
93 else 206 else
94 treasureoptions -= 2; 207 treasureoptions -= 2;
95 } 208 }
96 209
97 /* pick the number of treasures */ 210 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
101 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);
102 else 215 else
103 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);
104 217
105 if (num_treasures <= 0) 218 if (num_treasures <= 0)
106 return; 219 return;
107 220
108 /* get the style map */ 221 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
112 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
113 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
115 { 234 {
116
117 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
119 { 237 {
120 case LAYOUT_ONION: 238 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 239 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
130 { 248 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 250 {
133 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 252 object *chest;
136 253
137 if (tdiv == 3) 254 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
139 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
140 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
141 if (!chest) 260 if (!chest)
142 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
143 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
144 { 264 {
145 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 267 free (doorlist);
148 } 268 }
149 } 269 }
150 } 270 }
151 } 271 }
152 break; 272 break;
153 } 273 }
274
154 default: 275 default:
155 { 276 {
156 int i, j, tries; 277 int i, j, tries;
157 object *chest; 278 object *chest;
158 object **doorlist; 279 object **doorlist;
159 280
160 i = j = -1; 281 i = j = -1;
161 tries = 0; 282 tries = 0;
162 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
163 { 284 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
167 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
168 i = -1; 290 i = -1;
291
169 tries++; 292 tries++;
170 } 293 }
294
171 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
172 if (!chest) 297 if (!chest)
173 return; 298 return;
299
174 i = chest->x; 300 i = chest->x;
175 j = chest->y; 301 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
177 { 303 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
187 int ti, i, j; 313 int ti, i, j;
188 314
189 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
190 { 316 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 320 }
195 } 321 }
196} 322}
197 323
198/* 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
199 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,
200 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 */
201
202object * 327object *
203place_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)
204{ 329{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 331
210 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
211 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
212 if (i == -1) 334 if (i == -1)
213 { 335 {
214 the_chest->destroy (); 336 the_chest->destroy (true);
215 return NULL; 337 return NULL;
216 } 338 }
217 339
218 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
219 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
220 342
221 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
222 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
223 return 0; 345 return 0;
224 346
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 354
233 if (tlist != NULL) 355 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 357 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 359
238 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);
239 } 361 }
240 else 362 else
241 { /* use the style map */ 363 { /* use the style map */
242 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
244 } 366 }
245#endif 367#endif
246 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
248 370
249 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
251 } 373 }
252 374
253 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
254 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
255 { 377 {
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
257 object *the_trap;
258 379
259 if (trap_map) 380 if (trap_map)
260 { 381 {
261 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
262 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
264 if (the_trap) 387 if (the_trap)
265 { 388 {
266 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
267 390
268 new_trap = arch_to_object (the_trap->arch);
269 new_trap->copy_to (the_trap);
270 new_trap->x = x; 391 new_trap->x = x;
271 new_trap->y = y; 392 new_trap->y = y;
272 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
273 } 394 }
274 } 395 }
275 } 396 }
276 397
277 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
278 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
279 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 402 {
283 char keybuf[1024]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
284
285 sprintf (keybuf, "%d", (int) RANDOM ());
286 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
288 } 405 }
289 406
290 /* actually place the chest. */ 407 /* actually place the chest. */
291 the_chest->x = xl; 408 the_chest->x = xl;
292 the_chest->y = yl; 409 the_chest->y = yl;
321 } 438 }
322 } 439 }
323 return NULL; 440 return NULL;
324} 441}
325 442
326
327
328/* places keys in the map, preferably in something alive.
329 keycode is the key's code,
330 door_flag is either PASS_DOORS or NO_PASS_DOORS.
331 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
332 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334
335 The idea is that you call keyplace on x,y where a door is, and it'll make
336 sure a key is placed on both sides of the door.
337*/
338
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx, ky;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = NULL;
356 while (tries < 15 && the_keymaster == NULL)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL)
365 {
366 int freeindex;
367
368 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 }
375
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391
392 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 }
396 else
397 {
398 int sum = 0; /* count how many keys we actually place */
399
400 /* I'm lazy, so just try to place in all 4 directions. */
401 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
411 }
412 return 1;
413 }
414 }
415
416 if (the_keymaster == NULL)
417 {
418 the_key->x = kx;
419 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1;
422 }
423
424 insert_ob_in_ob (the_key, the_keymaster);
425 return 1;
426}
427
428
429
430/* 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. */
431 444
432object *theMonsterToFind; 445object *theMonsterToFind;
433 446
434/* 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.
466 return theMonsterToFind; 479 return theMonsterToFind;
467 } 480 }
468 } 481 }
469 482
470 /* 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 */
471 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++)
472 { 485 {
473 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);
474 if (theMonsterToFind != NULL) 487 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 488 return theMonsterToFind;
476 } 489 }
490
477 return theMonsterToFind; 491 return theMonsterToFind;
478} 492}
479
480 493
481/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
482 real work. */ 495 real work. */
483
484object * 496object *
485find_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)
486{ 498{
487 char **layout2; 499 Layout layout2 (RP);
488 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] = '#';
489 508
490 theMonsterToFind = 0; 509 theMonsterToFind = 0;
491 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
492 /* allocate and copy the layout, converting C to 0. */
493 for (i = 0; i < RP->Xsize; i++)
494 {
495 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
496 for (j = 0; j < RP->Ysize; j++)
497 {
498 if (wall_blocked (map, i, j))
499 layout2[i][j] = '#';
500 }
501 }
502 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
503 511
504 /* deallocate the temp. layout */ 512 layout2.free ();
505 for (i = 0; i < RP->Xsize; i++)
506 {
507 free (layout2[i]);
508 }
509 free (layout2);
510 513
511 return theMonsterToFind; 514 return theMonsterToFind;
512} 515}
513
514
515
516 516
517/* 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 */
518int *room_free_spots_x; 518int *room_free_spots_x;
519int *room_free_spots_y; 519int *room_free_spots_y;
520int number_of_free_spots_in_room; 520int number_of_free_spots_in_room;
521 521
522/* the workhorse routine, which finds the free spots in a room: 522/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 524that datastructure. */
525
526void 525void
527find_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)
528{ 527{
529 int i, j; 528 int i, j;
530 529
541 /* check off this point */ 540 /* check off this point */
542 layout[x][y] = 1; 541 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
545
546 /* 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 */
547 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++)
548 {
549 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);
550 }
551 549
552} 550}
553 551
554/* 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. */
555void 553void
566 /* allocate and copy the layout, converting C to 0. */ 564 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 565 for (i = 0; i < RP->Xsize; i++)
568 { 566 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 568 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 569 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 570 layout2[i][j] = '#';
574 }
575 } 571 }
576 572
577 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
579 575
580 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
581 { 577 {
582 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
583 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
585 } 581 }
586 582
587 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 584 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 585 free (layout2[i]);
591 } 586
592 free (layout2); 587 free (layout2);
593 free (room_free_spots_x); 588 free (room_free_spots_x);
594 free (room_free_spots_y); 589 free (room_free_spots_y);
595} 590}
596 591
597 592
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 595 it'll return 0 if no FREE spots are found.*/
601
602void 596void
603find_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)
604{ 598{
605 int x, y; 599 int x, y;
606 int i; 600 int i;
657 *cy = ly; 651 *cy = ly;
658 return; 652 return;
659 } 653 }
660 } 654 }
661 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
662 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);
663 657
664 if (i != -1) 658 if (i != -1)
665 { 659 {
666 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
672 *cx = -1; 666 *cx = -1;
673 *cy = -1; 667 *cy = -1;
674 } 668 }
675} 669}
676 670
677
678void 671void
679remove_monsters (int x, int y, maptile *map) 672remove_monsters (int x, int y, maptile *map)
680{ 673{
681 object *tmp; 674 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 675 {
686 if (tmp->head) 676 object *next = tmp->above;
687 tmp = tmp->head; 677
688 tmp->remove (); 678 if (tmp->flag [FLAG_ALIVE])
689 tmp->destroy (); 679 tmp->head_ ()->destroy (true);
690 tmp = GET_MAP_OB (map, x, y); 680
691 if (tmp == NULL) 681 tmp = next;
692 break;
693 }; 682 }
694} 683}
695
696 684
697/* surrounds the point x,y by doors, so as to enclose something, like 685/* surrounds the point x,y by doors, so as to enclose something, like
698 a chest. It only goes as far as the 8 squares surrounding, and 686 a chest. It only goes as far as the 8 squares surrounding, and
699 it'll remove any monsters it finds.*/ 687 it'll remove any monsters it finds.*/
700
701object ** 688object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 689surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{ 690{
704 int i; 691 int i;
705 char *doors[2]; 692 const char *doors[2];
706 object **doorlist; 693 object **doorlist;
707 int ndoors_made = 0; 694 int ndoors_made = 0;
708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 695 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
709 696
710 /* this is a list we pick from, for horizontal and vertical doors */ 697 /* this is a list we pick from, for horizontal and vertical doors */
722 /* place doors in all the 8 adjacent unblocked squares. */ 709 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 710 for (i = 1; i < 9; i++)
724 { 711 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 712 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 713
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 714 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 715 { /* place a door */
716 remove_monsters (x1, y1, map);
717
729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 718 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 719 map->insert (new_door, x1, y1);
731 new_door->x = x + freearr_x[i];
732 new_door->y = y + freearr_y[i];
733 remove_monsters (new_door->x, new_door->y, map);
734 insert_ob_in_map (new_door, map, NULL, 0);
735 doorlist[ndoors_made] = new_door; 720 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 721 ndoors_made++;
737 } 722 }
738 } 723 }
724
739 return doorlist; 725 return doorlist;
740} 726}
741 727
742 728
743/* returns the first door in this square, or NULL if there isn't a door. */ 729/* returns the first door in this square, or NULL if there isn't a door. */
749 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp; 737 return tmp;
752 return NULL; 738 return NULL;
753} 739}
754
755 740
756/* the workhorse routine, which finds the doors in a room */ 741/* the workhorse routine, which finds the doors in a room */
757void 742void
758find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
759{ 744{
774 layout[x][y] = 1; 759 layout[x][y] = 1;
775 door = door_in_square (map, x, y); 760 door = door_in_square (map, x, y);
776 if (door) 761 if (door)
777 { 762 {
778 doorlist[*ndoors] = door; 763 doorlist[*ndoors] = door;
764
779 if (*ndoors > 1022) /* eek! out of memory */ 765 if (*ndoors > 1022) /* eek! out of memory */
780 { 766 {
781 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 767 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
782 return; 768 return;
783 } 769 }
786 } 772 }
787 } 773 }
788 else 774 else
789 { 775 {
790 layout[x][y] = 1; 776 layout[x][y] = 1;
777
791 /* now search all the 8 squares around recursively for free spots,in random order */ 778 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 779 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 780 find_doors_in_room_recursive (layout, map,
781 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
782 doorlist, ndoors, RP);
794 } 783 }
795} 784}
796 785
797/* find a random non-blocked spot in this room to drop a key. */ 786/* find a random non-blocked spot in this room to drop a key. */
798object ** 787object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 788find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800{ 789{
801 char **layout2;
802 object **doorlist;
803 int i, j; 790 int i, j;
804 int ndoors = 0; 791 int ndoors = 0;
805 792
806 doorlist = (object **) calloc (sizeof (int), 1024); 793 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 794
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 795 LayoutData layout2 (RP->Xsize, RP->Ysize);
796 layout2.clear ();
797
809 /* allocate and copy the layout, converting C to 0. */ 798 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 799 for (i = 0; i < RP->Xsize; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 800 for (j = 0; j < RP->Ysize; j++)
814 { 801 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 802
820 /* setup num_free_spots and room_free_spots */ 803 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 804 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
822 805
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 806 return doorlist;
829} 807}
830
831
832 808
833/* locks and/or hides all the doors in doorlist, or does nothing if 809/* locks and/or hides all the doors in doorlist, or does nothing if
834 opts doesn't say to lock/hide doors. */ 810 opts doesn't say to lock/hide doors. */
835
836void 811void
837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 812lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{ 813{
839 object *door; 814 object *door;
840 int i; 815 int i;
841 816
842 /* lock the doors and hide the keys. */ 817 /* lock the doors and hide the keys. */
843 818
844 if (opts & DOORED) 819 if (opts & DOORED)
845 { 820 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 821 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
847 { 822 {
848 object *new_door = get_archetype ("locked_door1"); 823 object *new_door = get_archetype (shstr_locked_door1);
849 char keybuf[1024];
850 824
851 door = doorlist[i]; 825 door = doorlist[i];
852 new_door->face = door->face; 826 new_door->face = door->face;
853 new_door->x = door->x; 827 new_door->x = door->x;
854 new_door->y = door->y; 828 new_door->y = door->y;
855 door->remove ();
856 door->destroy (); 829 door->destroy (true);
857 doorlist[i] = new_door; 830 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 831 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 832 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
860 new_door->slaying = keybuf;
861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 833 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
862 } 834 }
863 } 835 }
864 836
865 /* change the faces of the doors and surrounding walls to hide them. */ 837 /* change the faces of the doors and surrounding walls to hide them. */
866 if (opts & HIDDEN) 838 if (opts & HIDDEN)
875 { 847 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 848 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 850 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
852
880 door->face = wallface->face; 853 door->face = wallface->face;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 854
882 wallface->remove ();
883 wallface->destroy (); 855 wallface->destroy (true);
884 } 856 }
885 } 857 }
886 } 858 }
887} 859}

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