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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 1.41 by root, Thu Jul 24 20:35:37 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 LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
154 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key);
156 else
157 {
158 the_key->x = kx;
159 the_key->y = ky;
160 insert_ob_in_map (the_key, map, NULL, 0);
161 }
162
163 return 1;
164}
48 165
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 166/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 167 * and doors but not monsters.
51 * This function is not map tile aware. 168 * This function is not map tile aware.
52 */ 169 */
53
54int 170int
55wall_blocked (maptile *m, int x, int y) 171wall_blocked (maptile *m, int x, int y)
56{ 172{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 173 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 174 return 1;
175
176 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 178}
64 179
65/* place treasures in the map, given the 180/* place treasures in the map, given the
66map, (required) 181map, (required)
67layout, (required) 182layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 183treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 184treasureoptions (may be 0 for random choices or positive)
70*/ 185*/
71
72void 186void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 187place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 188{
75 char styledirname[1024]; 189 char styledirname[1024];
76 char stylefilepath[1024]; 190 char stylefilepath[1024];
79 193
80 /* bail out if treasure isn't wanted. */ 194 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 195 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
83 return; 197 return;
198
84 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 201
87 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 204 {
90 if (RANDOM () % 2) 205 if (rmg_rndm (2))
91 treasureoptions -= 1; 206 treasureoptions -= 1;
92 else 207 else
93 treasureoptions -= 2; 208 treasureoptions -= 2;
94 } 209 }
95 210
96 /* pick the number of treasures */ 211 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 213 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 214 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 215 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 216 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 218
104 if (num_treasures <= 0) 219 if (num_treasures <= 0)
105 return; 220 return;
106 221
107 /* get the style map */ 222 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 223 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 225 style_map = find_style (styledirname, treasure_style, -1);
111 226
227 if (!style_map)
228 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
230 return;
231 }
232
112 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
114 { 235 {
115
116 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
118 { 238 {
119 case LAYOUT_ONION: 239 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 240 case LAYOUT_SPIRAL:
128 for (j = 0; j < RP->Ysize; j++) 248 for (j = 0; j < RP->Ysize; j++)
129 { 249 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 251 {
132 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 253 object *chest;
135 254
136 if (tdiv == 3) 255 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
138 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 259 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
260
140 if (!chest) 261 if (!chest)
141 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
263
142 if (treasureoptions & (DOORED | HIDDEN)) 264 if (treasureoptions & (DOORED | HIDDEN))
143 { 265 {
144 doorlist = find_doors_in_room (map, i, j, RP); 266 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 268 free (doorlist);
147 } 269 }
148 } 270 }
149 } 271 }
150 } 272 }
151 break; 273 break;
152 } 274 }
275
153 default: 276 default:
154 { 277 {
155 int i, j, tries; 278 int i, j, tries;
156 object *chest; 279 object *chest;
157 object **doorlist; 280 object **doorlist;
158 281
159 i = j = -1; 282 i = j = -1;
160 tries = 0; 283 tries = 0;
161 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
162 { 285 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
166 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
167 i = -1; 291 i = -1;
292
168 tries++; 293 tries++;
169 } 294 }
295
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 296 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
297
171 if (!chest) 298 if (!chest)
172 return; 299 return;
300
173 i = chest->x; 301 i = chest->x;
174 j = chest->y; 302 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
176 { 304 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
186 int ti, i, j; 314 int ti, i, j;
187 315
188 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
189 { 317 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 321 }
194 } 322 }
195} 323}
196 324
197/* put a chest into the map, near x and y, with the treasure style 325/* 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, 326 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 */ 327 if the global variable "treasurestyle" is set to that treasure list's name */
200
201object * 328object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 330{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 332
209 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 334 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 335 if (i == -1)
212 { 336 {
213 the_chest->destroy (); 337 the_chest->destroy ();
214 return NULL; 338 return NULL;
215 } 339 }
216 340
217 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
219 343
220 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
222 return 0; 346 return 0;
223 347
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 355
232 if (tlist != NULL) 356 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 358 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 360
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 362 }
239 else 363 else
240 { /* use the style map */ 364 { /* use the style map */
241 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
243 } 367 }
244#endif 368#endif
245 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
247 371
248 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
250 } 374 }
251 375
252 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
254 { 378 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 380
258 if (trap_map) 381 if (trap_map)
259 { 382 {
260 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
261 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
263 if (the_trap) 388 if (the_trap)
264 { 389 {
265 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 391
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 392 new_trap->x = x;
270 new_trap->y = y; 393 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
272 } 395 }
273 } 396 }
274 } 397 }
275 398
276 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 400 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 403 {
282 char keybuf[1024]; 404 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); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 406 }
288 407
289 /* actually place the chest. */ 408 /* actually place the chest. */
290 the_chest->x = xl; 409 the_chest->x = xl;
291 the_chest->y = yl; 410 the_chest->y = yl;
320 } 439 }
321 } 440 }
322 return NULL; 441 return NULL;
323} 442}
324 443
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. */ 444/* both find_monster_in_room routines need to have access to this. */
430 445
431object *theMonsterToFind; 446object *theMonsterToFind;
432 447
433/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
465 return theMonsterToFind; 480 return theMonsterToFind;
466 } 481 }
467 } 482 }
468 483
469 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* 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++) 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 486 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 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) 488 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 489 return theMonsterToFind;
475 } 490 }
491
476 return theMonsterToFind; 492 return theMonsterToFind;
477} 493}
478
479 494
480/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
481 real work. */ 496 real work. */
482
483object * 497object *
484find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 499{
486 char **layout2; 500 Layout layout2 (RP);
487 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
488 509
489 theMonsterToFind = 0; 510 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); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 512
503 /* deallocate the temp. layout */ 513 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 514
510 return theMonsterToFind; 515 return theMonsterToFind;
511} 516}
512
513
514
515 517
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 519int *room_free_spots_x;
518int *room_free_spots_y; 520int *room_free_spots_y;
519int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
520 522
521/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 525that datastructure. */
524
525void 526void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 528{
528 int i, j; 529 int i, j;
529 530
540 /* check off this point */ 541 /* check off this point */
541 layout[x][y] = 1; 542 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
545 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* 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++) 548 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); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 550
551} 551}
552 552
553/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
554void 554void
565 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
567 { 567 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
573 }
574 } 572 }
575 573
576 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
578 576
579 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
580 { 578 {
581 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
584 } 582 }
585 583
586 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 586 free (layout2[i]);
590 } 587
591 free (layout2); 588 free (layout2);
592 free (room_free_spots_x); 589 free (room_free_spots_x);
593 free (room_free_spots_y); 590 free (room_free_spots_y);
594} 591}
595 592
596 593
597/* searches the map for a spot with walls around it. The more 594/* 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 595 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.*/ 596 it'll return 0 if no FREE spots are found.*/
600
601void 597void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 599{
604 int x, y; 600 int x, y;
605 int i; 601 int i;
656 *cy = ly; 652 *cy = ly;
657 return; 653 return;
658 } 654 }
659 } 655 }
660 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
661 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 658
663 if (i != -1) 659 if (i != -1)
664 { 660 {
665 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
671 *cx = -1; 667 *cx = -1;
672 *cy = -1; 668 *cy = -1;
673 } 669 }
674} 670}
675 671
676
677void 672void
678remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
679{ 674{
680 object *tmp; 675 object *tmp;
681 676
682 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 679 {
685 if (tmp->head) 680 if (tmp->head)
686 tmp = tmp->head; 681 tmp = tmp->head;
687 tmp->remove (); 682 tmp->remove ();
690 if (tmp == NULL) 685 if (tmp == NULL)
691 break; 686 break;
692 }; 687 };
693} 688}
694 689
695
696/* surrounds the point x,y by doors, so as to enclose something, like 690/* 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 691 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
699
700object ** 693object **
701surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
702{ 695{
703 int i; 696 int i;
704 char *doors[2]; 697 const char *doors[2];
705 object **doorlist; 698 object **doorlist;
706 int ndoors_made = 0; 699 int ndoors_made = 0;
707 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
708 701
709 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
721 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
723 { 716 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
725 718
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
727 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
728 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
729 724 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; 725 doorlist[ndoors_made] = new_door;
735 ndoors_made++; 726 ndoors_made++;
736 } 727 }
737 } 728 }
729
738 return doorlist; 730 return doorlist;
739} 731}
740 732
741 733
742/* returns the first door in this square, or NULL if there isn't a door. */ 734/* 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) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 742 return tmp;
751 return NULL; 743 return NULL;
752} 744}
753
754 745
755/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
756void 747void
757find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
758{ 749{
773 layout[x][y] = 1; 764 layout[x][y] = 1;
774 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
775 if (door) 766 if (door)
776 { 767 {
777 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
778 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
779 { 771 {
780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
781 return; 773 return;
782 } 774 }
785 } 777 }
786 } 778 }
787 else 779 else
788 { 780 {
789 layout[x][y] = 1; 781 layout[x][y] = 1;
782
790 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* 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++) 784 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); 785 find_doors_in_room_recursive (layout, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
787 doorlist, ndoors, RP);
793 } 788 }
794} 789}
795 790
796/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
797object ** 792object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 794{
800 char **layout2;
801 object **doorlist;
802 int i, j; 795 int i, j;
803 int ndoors = 0; 796 int ndoors = 0;
804 797
805 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 799
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
808 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 804 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++) 805 for (j = 0; j < RP->Ysize; j++)
813 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 807
819 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821 810
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 811 return doorlist;
828} 812}
829
830
831 813
832/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
834
835void 816void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 818{
838 object *door; 819 object *door;
839 int i; 820 int i;
842 823
843 if (opts & DOORED) 824 if (opts & DOORED)
844 { 825 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
846 { 827 {
847 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype (shstr_locked_door1);
848 char keybuf[1024];
849 829
850 door = doorlist[i]; 830 door = doorlist[i];
851 new_door->face = door->face; 831 new_door->face = door->face;
852 new_door->x = door->x; 832 new_door->x = door->x;
853 new_door->y = door->y; 833 new_door->y = door->y;
854 door->remove (); 834 door->remove ();
855 door->destroy (); 835 door->destroy ();
856 doorlist[i] = new_door; 836 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", (int) RANDOM ()); 838 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); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
861 } 840 }
862 } 841 }
863 842
864 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
865 if (opts & HIDDEN) 844 if (opts & HIDDEN)
874 { 853 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
879 door->face = wallface->face; 859 door->face = wallface->face;
860
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
881 wallface->remove (); 862 wallface->remove ();
863
882 wallface->destroy (); 864 wallface->destroy ();
883 } 865 }
884 } 866 }
885 } 867 }
886} 868}

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