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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 1.38 by root, Sun May 4 14:12:38 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}
49 52
50/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters. 54 * and doors but not monsters.
52 * This function is not map tile aware. 55 * This function is not map tile aware.
53 */ 56 */
54
55int 57int
56wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
57{ 59{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 61 return 1;
62
63 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 65}
65 66
66/* place treasures in the map, given the 67/* place treasures in the map, given the
67map, (required) 68map, (required)
68layout, (required) 69layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
71*/ 72*/
72
73void 73void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 75{
76 char styledirname[1024]; 76 char styledirname[1024];
77 char stylefilepath[1024]; 77 char stylefilepath[1024];
80 80
81 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 82 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
84 return; 84 return;
85
85 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 88
88 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 91 {
91 if (RANDOM () % 2) 92 if (rmg_rndm (2))
92 treasureoptions -= 1; 93 treasureoptions -= 1;
93 else 94 else
94 treasureoptions -= 2; 95 treasureoptions -= 2;
95 } 96 }
96 97
97 /* pick the number of treasures */ 98 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else 103 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
104 105
105 if (num_treasures <= 0) 106 if (num_treasures <= 0)
106 return; 107 return;
107 108
108 /* get the style map */ 109 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
112 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
113 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
115 { 122 {
116
117 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
119 { 125 {
120 case LAYOUT_ONION: 126 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
130 { 136 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 138 {
133 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 140 object *chest;
136 141
137 if (tdiv == 3) 142 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
139 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
141 if (!chest) 148 if (!chest)
142 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
143 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
144 { 152 {
145 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 155 free (doorlist);
148 } 156 }
149 } 157 }
150 } 158 }
151 } 159 }
152 break; 160 break;
153 } 161 }
162
154 default: 163 default:
155 { 164 {
156 int i, j, tries; 165 int i, j, tries;
157 object *chest; 166 object *chest;
158 object **doorlist; 167 object **doorlist;
159 168
160 i = j = -1; 169 i = j = -1;
161 tries = 0; 170 tries = 0;
162 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
163 { 172 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
167 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
168 i = -1; 178 i = -1;
179
169 tries++; 180 tries++;
170 } 181 }
182
171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
172 if (!chest) 185 if (!chest)
173 return; 186 return;
187
174 i = chest->x; 188 i = chest->x;
175 j = chest->y; 189 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
177 { 191 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
187 int ti, i, j; 201 int ti, i, j;
188 202
189 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
190 { 204 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 208 }
195 } 209 }
196} 210}
197 211
198/* put a chest into the map, near x and y, with the treasure style 212/* 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, 213 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 */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 215object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 217{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 219
210 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 221 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 222 if (i == -1)
213 { 223 {
214 the_chest->destroy (); 224 the_chest->destroy ();
215 return NULL; 225 return NULL;
216 } 226 }
217 227
218 xl = x + freearr_x[i]; 228 int xl = x + freearr_x[i];
219 yl = y + freearr_y[i]; 229 int yl = y + freearr_y[i];
220 230
221 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
222 if (wall_blocked (map, xl, yl)) 232 if (wall_blocked (map, xl, yl))
223 return 0; 233 return 0;
224 234
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 242
233 if (tlist != NULL) 243 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 244 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 245 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 247
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 248 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 } 249 }
240 else 250 else
241 { /* use the style map */ 251 { /* use the style map */
242 the_chest->randomitems = tlist; 252 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 253 the_chest->stats.hp = n_treasures;
244 } 254 }
245#endif 255#endif
246 { /* neither style_map no treasure list given */ 256 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 257 treasurelist *tlist = treasurelist::find ("chest");
248 258
249 the_chest->randomitems = tlist; 259 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
251 } 261 }
252 262
253 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
254 if (treasureoptions & TRAPPED) 264 if (treasureoptions & TRAPPED)
255 { 265 {
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
257 object *the_trap;
258 267
259 if (trap_map) 268 if (trap_map)
260 { 269 {
261 the_trap = pick_random_object (trap_map); 270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
262 the_trap->stats.Cha = 10 + RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
264 if (the_trap) 275 if (the_trap)
265 { 276 {
266 object *new_trap; 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
267 278
268 new_trap = arch_to_object (the_trap->arch);
269 new_trap->copy_to (the_trap);
270 new_trap->x = x; 279 new_trap->x = x;
271 new_trap->y = y; 280 new_trap->y = y;
272 insert_ob_in_ob (new_trap, the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
273 } 282 }
274 } 283 }
275 } 284 }
276 285
277 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
278 the lockcode. It's not worth bothering to lock the chest if 287 the lockcode. It's not worth bothering to lock the chest if
279 there's only 1 treasure.... */ 288 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 290 {
283 char keybuf[1024]; 291 char keybuf[1024];
284 292
285 sprintf (keybuf, "%d", (int) RANDOM ()); 293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
286 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
288 } 296 }
289 297
290 /* actually place the chest. */ 298 /* actually place the chest. */
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 341 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334 342
335 The idea is that you call keyplace on x,y where a door is, and it'll make 343 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. 344 sure a key is placed on both sides of the door.
337*/ 345*/
338
339int 346int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 347keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{ 348{
342 int i, j; 349 int i, j;
343 int kx, ky; 350 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346 352
347 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
348 the_key = get_archetype ("key2"); 354 object *the_key = archetype::get (shstr_key2);
349 the_key->slaying = keycode; 355 the_key->slaying = keycode;
350 356
351 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
352 { 358 {
353 int tries = 0; 359 int tries = 0;
354 360
355 the_keymaster = NULL; 361 the_keymaster = 0;
356 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
357 { 363 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rmg_rndm (RP->Xsize - 2) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rmg_rndm (RP->Ysize - 2) + 1;
360 tries++; 366 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 368 }
369
363 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL) 371 if (!the_keymaster)
365 { 372 {
366 int freeindex; 373 int freeindex;
367 374
368 freeindex = -1; 375 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 { 377 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rmg_rndm (RP->Xsize - 2) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rmg_rndm (RP->Ysize - 2) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 } 381 }
375 382
383 // can freeindex ever be < 0?
376 if (freeindex != -1) 384 if (freeindex >= 0)
377 { 385 {
378 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
380 } 388 }
381 } 389 }
382 } 390 }
383 else 391 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
388 { 396 {
389 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
390 return 0; 398 return 0;
391 399
392 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 } 403 }
396 else 404 else
397 { 405 {
398 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
400 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* 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); 409 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); 410 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); 411 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); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */ 415 { /* diagonally this time. */
407 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 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); 417 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); 418 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); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
411 } 420 }
421
412 return 1; 422 return 1;
413 } 423 }
414 } 424 }
415 425
416 if (the_keymaster == NULL) 426 if (!the_keymaster)
417 { 427 {
418 the_key->x = kx; 428 the_key->x = kx;
419 the_key->y = ky; 429 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1; 431 return 1;
422 } 432 }
423 433
424 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
425 return 1; 435 return 1;
426} 436}
427 437
428 438
429 439
466 return theMonsterToFind; 476 return theMonsterToFind;
467 } 477 }
468 } 478 }
469 479
470 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* 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++) 481 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
472 { 482 {
473 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 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) 484 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 485 return theMonsterToFind;
476 } 486 }
487
477 return theMonsterToFind; 488 return theMonsterToFind;
478} 489}
479
480 490
481/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
482 real work. */ 492 real work. */
483
484object * 493object *
485find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
486{ 495{
487 char **layout2; 496 Layout layout2 (RP);
488 int i, j; 497
498 layout2->clear ();
499
500 /* allocate and copy the layout, converting C to 0. */
501 for (int i = 0; i < layout2->w; i++)
502 for (int j = 0; j < layout2->h; j++)
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
489 505
490 theMonsterToFind = 0; 506 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); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
503 508
504 /* deallocate the temp. layout */ 509 layout2.free ();
505 for (i = 0; i < RP->Xsize; i++)
506 {
507 free (layout2[i]);
508 }
509 free (layout2);
510 510
511 return theMonsterToFind; 511 return theMonsterToFind;
512} 512}
513
514
515
516 513
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x; 515int *room_free_spots_x;
519int *room_free_spots_y; 516int *room_free_spots_y;
520int number_of_free_spots_in_room; 517int number_of_free_spots_in_room;
521 518
522/* the workhorse routine, which finds the free spots in a room: 519/* the workhorse routine, which finds the free spots in a room:
523a datastructure of free points is set up, and a position chosen from 520a datastructure of free points is set up, and a position chosen from
524that datastructure. */ 521that datastructure. */
525
526void 522void
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 524{
529 int i, j; 525 int i, j;
530 526
541 /* check off this point */ 537 /* check off this point */
542 layout[x][y] = 1; 538 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
542
546 /* now search all the 8 squares around recursively for free spots,in random order */ 543 /* 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++) 544 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); 545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 }
551 546
552} 547}
553 548
554/* find a random non-blocked spot in this room to drop a key. */ 549/* find a random non-blocked spot in this room to drop a key. */
555void 550void
566 /* allocate and copy the layout, converting C to 0. */ 561 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 562 for (i = 0; i < RP->Xsize; i++)
568 { 563 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 564 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 565 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 566 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 567 layout2[i][j] = '#';
574 }
575 } 568 }
576 569
577 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
579 572
580 if (number_of_free_spots_in_room > 0) 573 if (number_of_free_spots_in_room > 0)
581 { 574 {
582 i = RANDOM () % number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
583 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
585 } 578 }
586 579
587 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 581 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 582 free (layout2[i]);
591 } 583
592 free (layout2); 584 free (layout2);
593 free (room_free_spots_x); 585 free (room_free_spots_x);
594 free (room_free_spots_y); 586 free (room_free_spots_y);
595} 587}
596 588
597 589
598/* searches the map for a spot with walls around it. The more 590/* 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 591 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.*/ 592 it'll return 0 if no FREE spots are found.*/
601
602void 593void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 594find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{ 595{
605 int x, y; 596 int x, y;
606 int i; 597 int i;
657 *cy = ly; 648 *cy = ly;
658 return; 649 return;
659 } 650 }
660 } 651 }
661 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 653 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 654
664 if (i != -1) 655 if (i != -1)
665 { 656 {
666 *cx = x + freearr_x[i]; 657 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 658 *cy = y + freearr_y[i];
672 *cx = -1; 663 *cx = -1;
673 *cy = -1; 664 *cy = -1;
674 } 665 }
675} 666}
676 667
677
678void 668void
679remove_monsters (int x, int y, maptile *map) 669remove_monsters (int x, int y, maptile *map)
680{ 670{
681 object *tmp; 671 object *tmp;
682 672
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 673 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 674 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 675 {
686 if (tmp->head) 676 if (tmp->head)
687 tmp = tmp->head; 677 tmp = tmp->head;
688 tmp->remove (); 678 tmp->remove ();
691 if (tmp == NULL) 681 if (tmp == NULL)
692 break; 682 break;
693 }; 683 };
694} 684}
695 685
696
697/* surrounds the point x,y by doors, so as to enclose something, like 686/* 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 687 a chest. It only goes as far as the 8 squares surrounding, and
699 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
700
701object ** 689object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{ 691{
704 int i; 692 int i;
705 char *doors[2]; 693 const char *doors[2];
706 object **doorlist; 694 object **doorlist;
707 int ndoors_made = 0; 695 int ndoors_made = 0;
708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
709 697
710 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
722 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 711 for (i = 1; i < 9; i++)
724 { 712 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 714
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 720 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; 721 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 722 ndoors_made++;
737 } 723 }
738 } 724 }
725
739 return doorlist; 726 return doorlist;
740} 727}
741 728
742 729
743/* returns the first door in this square, or NULL if there isn't a door. */ 730/* 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) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp; 738 return tmp;
752 return NULL; 739 return NULL;
753} 740}
754
755 741
756/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
757void 743void
758find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
759{ 745{
774 layout[x][y] = 1; 760 layout[x][y] = 1;
775 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
776 if (door) 762 if (door)
777 { 763 {
778 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
779 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
780 { 767 {
781 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
782 return; 769 return;
783 } 770 }
786 } 773 }
787 } 774 }
788 else 775 else
789 { 776 {
790 layout[x][y] = 1; 777 layout[x][y] = 1;
778
791 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* 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++) 780 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); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
794 } 784 }
795} 785}
796 786
797/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
798object ** 788object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800{ 790{
801 char **layout2;
802 object **doorlist;
803 int i, j; 791 int i, j;
804 int ndoors = 0; 792 int ndoors = 0;
805 793
806 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 795
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
809 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 800 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++) 801 for (j = 0; j < RP->Ysize; j++)
814 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 803
820 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
822 806
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 807 return doorlist;
829} 808}
830
831
832 809
833/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
834 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
835
836void 812void
837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{ 814{
839 object *door; 815 object *door;
840 int i; 816 int i;
854 new_door->y = door->y; 830 new_door->y = door->y;
855 door->remove (); 831 door->remove ();
856 door->destroy (); 832 door->destroy ();
857 doorlist[i] = new_door; 833 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 834 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
860 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 837 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
862 } 838 }
863 } 839 }
864 840
875 { 851 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
880 door->face = wallface->face; 857 door->face = wallface->face;
858
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
882 wallface->remove (); 860 wallface->remove ();
861
883 wallface->destroy (); 862 wallface->destroy ();
884 } 863 }
885 } 864 }
886 } 865 }
887} 866}

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