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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.15 by root, Mon Jan 15 01:50:33 2007 UTC vs.
Revision 1.47 by root, Fri Nov 6 13:03:34 2009 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 it under
10 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
11 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
12 (at your option) any later version. 11 * 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 Affero GNU General Public License
20 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
22 21 *
23 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27
28
29 26
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <random_map.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
44#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
45 42
46#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 44#define PASS_DOORS 1
48 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
49 175
50/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters. 177 * and doors but not monsters.
52 * This function is not map tile aware. 178 * This function is not map tile aware.
53 */ 179 */
54
55int 180int
56wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
57{ 182{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 184 return 1;
185
186 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 188}
65 189
66/* place treasures in the map, given the 190/* place treasures in the map, given the
67map, (required) 191map, (required)
68layout, (required) 192layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
71*/ 195*/
72
73void 196void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 198{
76 char styledirname[1024]; 199 char styledirname[1024];
77 char stylefilepath[1024]; 200 char stylefilepath[1024];
80 203
81 /* bail out if treasure isn't wanted. */ 204 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 205 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
84 return; 207 return;
208
85 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 211
88 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 214 {
91 if (RANDOM () % 2) 215 if (rmg_rndm (2))
92 treasureoptions -= 1; 216 treasureoptions -= 1;
93 else 217 else
94 treasureoptions -= 2; 218 treasureoptions -= 2;
95 } 219 }
96 220
97 /* pick the number of treasures */ 221 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 222 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 223 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH) 224 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 225 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else 226 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 227 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
104 228
105 if (num_treasures <= 0) 229 if (num_treasures <= 0)
106 return; 230 return;
107 231
108 /* get the style map */ 232 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 233 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 235 style_map = find_style (styledirname, treasure_style, -1);
112 236
237 if (!style_map)
238 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
240 return;
241 }
242
113 /* all the treasure at one spot in the map. */ 243 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 244 if (treasureoptions & CONCENTRATED)
115 { 245 {
116
117 /* map_layout_style global, and is previously set */ 246 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 247 switch (RP->map_layout_style)
119 { 248 {
120 case LAYOUT_ONION: 249 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 250 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 258 for (j = 0; j < RP->Ysize; j++)
130 { 259 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 260 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 261 {
133 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 263 object *chest;
136 264
137 if (tdiv == 3) 265 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
139 /* don't put a chest on an exit. */ 268 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 269 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
270
141 if (!chest) 271 if (!chest)
142 continue; /* if no chest was placed NEXT */ 272 continue; /* if no chest was placed NEXT */
273
143 if (treasureoptions & (DOORED | HIDDEN)) 274 if (treasureoptions & (DOORED | HIDDEN))
144 { 275 {
145 doorlist = find_doors_in_room (map, i, j, RP); 276 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 278 free (doorlist);
148 } 279 }
149 } 280 }
150 } 281 }
151 } 282 }
152 break; 283 break;
153 } 284 }
285
154 default: 286 default:
155 { 287 {
156 int i, j, tries; 288 int i, j, tries;
157 object *chest; 289 object *chest;
158 object **doorlist; 290 object **doorlist;
159 291
160 i = j = -1; 292 i = j = -1;
161 tries = 0; 293 tries = 0;
162 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
163 { 295 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
299
167 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
168 i = -1; 301 i = -1;
302
169 tries++; 303 tries++;
170 } 304 }
305
171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 306 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
307
172 if (!chest) 308 if (!chest)
173 return; 309 return;
310
174 i = chest->x; 311 i = chest->x;
175 j = chest->y; 312 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 313 if (treasureoptions & (DOORED | HIDDEN))
177 { 314 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
187 int ti, i, j; 324 int ti, i, j;
188 325
189 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
190 { 327 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 331 }
195 } 332 }
196} 333}
197 334
198/* put a chest into the map, near x and y, with the treasure style 335/* 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, 336 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 */ 337 if the global variable "treasurestyle" is set to that treasure list's name */
201 338static object *
202object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 339place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 340{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 342
210 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 344 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 345 if (i == -1)
213 { 346 {
214 the_chest->destroy (); 347 the_chest->destroy ();
215 return NULL; 348 return NULL;
216 } 349 }
350
217 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
219 353
220 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
222 return 0; 356 return 0;
223 357
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 365
232 if (tlist != NULL) 366 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 368 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 370
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 371 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 372 }
239 else 373 else
240 { /* use the style map */ 374 { /* use the style map */
241 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
243 } 377 }
244#endif 378#endif
245 { /* neither style_map no treasure list given */ 379 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 380 treasurelist *tlist = treasurelist::find ("chest");
247 381
248 the_chest->randomitems = tlist; 382 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 383 the_chest->stats.hp = n_treasures;
250 } 384 }
251 385
252 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
254 { 388 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 390
258 if (trap_map) 391 if (trap_map)
259 { 392 {
260 the_trap = pick_random_object (trap_map); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
261 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
263 if (the_trap) 398 if (the_trap)
264 { 399 {
265 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 401
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 402 new_trap->x = x;
270 new_trap->y = y; 403 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
272 } 405 }
273 } 406 }
274 } 407 }
275 408
276 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 410 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 413 {
282 char keybuf[1024]; 414 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); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 416 }
288 417
289 /* actually place the chest. */ 418 /* actually place the chest. */
290 the_chest->x = xl; 419 the_chest->x = xl;
291 the_chest->y = yl; 420 the_chest->y = yl;
292 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
293 return the_chest; 422 return the_chest;
294} 423}
295 424
296
297/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
298 or walls */ 426static object *
299object *
300find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 427find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
301{ 428{
302 int i; 429 int i;
303 430
304 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
320 } 447 }
321 } 448 }
322 return NULL; 449 return NULL;
323} 450}
324 451
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_first_free_spot (the_key, map, kx, ky);
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. */ 452/* both find_monster_in_room routines need to have access to this. */
430 453
431object *theMonsterToFind; 454static object *theMonsterToFind;
432 455
433/* a recursive routine which will return a monster, eventually,if there is one. 456/* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */ 457 it does a check-off on the layout, converting 0's to 1's */
435 458static object *
436object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 460{
439 int i, j; 461 int i, j;
440 462
441 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
465 return theMonsterToFind; 487 return theMonsterToFind;
466 } 488 }
467 } 489 }
468 490
469 /* now search all the 8 squares around recursively for a monster,in random order */ 491 /* 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++) 492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 493 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 494 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) 495 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 496 return theMonsterToFind;
475 } 497 }
498
476 return theMonsterToFind; 499 return theMonsterToFind;
477} 500}
478
479 501
480/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
481 real work. */ 503 real work. */
482 504static object *
483object *
484find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 505find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 506{
486 char **layout2; 507 Layout layout2 (RP);
487 int i, j; 508
509 layout2->clear ();
510
511 /* allocate and copy the layout, converting C to 0. */
512 for (int i = 0; i < layout2->w; i++)
513 for (int j = 0; j < layout2->h; j++)
514 if (wall_blocked (map, i, j))
515 layout2[i][j] = '#';
488 516
489 theMonsterToFind = 0; 517 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); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 519
503 /* deallocate the temp. layout */ 520 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 521
510 return theMonsterToFind; 522 return theMonsterToFind;
511} 523}
512 524
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 526static int *room_free_spots_x;
518int *room_free_spots_y; 527static int *room_free_spots_y;
519int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
520 529
521/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 531a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 532that datastructure. */
524 533static void
525void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 535{
528 int i, j; 536 int i, j;
529 537
530 /* bounds check x and y */ 538 /* bounds check x and y */
540 /* check off this point */ 548 /* check off this point */
541 layout[x][y] = 1; 549 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
553
545 /* now search all the 8 squares around recursively for free spots,in random order */ 554 /* 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++) 555 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); 556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 557
551} 558}
552 559
553/* find a random non-blocked spot in this room to drop a key. */ 560/* find a random non-blocked spot in this room to drop a key. */
554void 561static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 562find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 563{
557 char **layout2; 564 char **layout2;
558 int i, j; 565 int i, j;
559 566
565 /* allocate and copy the layout, converting C to 0. */ 572 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 573 for (i = 0; i < RP->Xsize; i++)
567 { 574 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 575 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 576 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 577 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 578 layout2[i][j] = '#';
573 }
574 } 579 }
575 580
576 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
578 583
579 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
580 { 585 {
581 i = RANDOM () % number_of_free_spots_in_room; 586 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
584 } 589 }
585 590
586 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 592 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 593 free (layout2[i]);
590 } 594
591 free (layout2); 595 free (layout2);
592 free (room_free_spots_x); 596 free (room_free_spots_x);
593 free (room_free_spots_y); 597 free (room_free_spots_y);
594} 598}
595 599
596 600
597/* searches the map for a spot with walls around it. The more 601/* 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 602 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.*/ 603 it'll return 0 if no FREE spots are found.*/
600 604static void
601void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 606{
604 int x, y; 607 int x, y;
605 int i; 608 int i;
606 609
656 *cy = ly; 659 *cy = ly;
657 return; 660 return;
658 } 661 }
659 } 662 }
660 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 665
666 if (i != -1)
663 { 667 {
664 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
666 return; 670 }
671 else
667 } 672 {
668 /* indicate failure */ 673 /* indicate failure */
674 *cx = -1;
669 *cx = *cy = -1; 675 *cy = -1;
676 }
670} 677}
671 678
672 679static void
673void
674remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
675{ 681{
676 object *tmp; 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
677
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 683 {
681 if (tmp->head) 684 object *next = tmp->above;
682 tmp = tmp->head; 685
683 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
684 tmp->destroy (); 687 tmp->head_ ()->destroy ();
685 tmp = GET_MAP_OB (map, x, y); 688
686 if (tmp == NULL) 689 tmp = next;
687 break;
688 }; 690 }
689} 691}
690
691 692
692/* surrounds the point x,y by doors, so as to enclose something, like 693/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 694 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
695 696static object **
696object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 697surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 698{
699 int i; 699 int i;
700 char *doors[2]; 700 const char *doors[2];
701 object **doorlist; 701 object **doorlist;
702 int ndoors_made = 0; 702 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 704
705 /* this is a list we pick from, for horizontal and vertical doors */ 705 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 717 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 718 for (i = 1; i < 9; i++)
719 { 719 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 721
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 723 { /* place a door */
724 remove_monsters (x1, y1, map);
725
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 726 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 727 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 728 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 729 ndoors_made++;
732 } 730 }
733 } 731 }
732
734 return doorlist; 733 return doorlist;
735} 734}
736 735
737
738/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
739object * 737static object *
740door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
741{ 739{
742 object *tmp;
743
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 742 return tmp;
743
747 return NULL; 744 return NULL;
748} 745}
749 746
750
751/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
752void 748static void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 750{
755 int i, j; 751 int i, j;
756 object *door; 752 object *door;
757 753
769 layout[x][y] = 1; 765 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 766 door = door_in_square (map, x, y);
771 if (door) 767 if (door)
772 { 768 {
773 doorlist[*ndoors] = door; 769 doorlist[*ndoors] = door;
770
774 if (*ndoors > 1022) /* eek! out of memory */ 771 if (*ndoors > 1022) /* eek! out of memory */
775 { 772 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 774 return;
778 } 775 }
781 } 778 }
782 } 779 }
783 else 780 else
784 { 781 {
785 layout[x][y] = 1; 782 layout[x][y] = 1;
783
786 /* now search all the 8 squares around recursively for free spots,in random order */ 784 /* now search all the 8 squares around recursively for free spots,in random order */
787 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 786 find_doors_in_room_recursive (layout, map,
787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
788 doorlist, ndoors, RP);
789 } 789 }
790} 790}
791 791
792/* find a random non-blocked spot in this room to drop a key. */ 792/* find a random non-blocked spot in this room to drop a key. */
793object ** 793static object **
794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
795{ 795{
796 char **layout2;
797 object **doorlist;
798 int i, j; 796 int i, j;
799 int ndoors = 0; 797 int ndoors = 0;
800 798
801 doorlist = (object **) calloc (sizeof (int), 1024); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
802 800
803 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
803
804 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++) 805 for (i = 0; i < RP->Xsize; i++)
806 {
807 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
808 for (j = 0; j < RP->Ysize; j++) 806 for (j = 0; j < RP->Ysize; j++)
809 { 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 if (wall_blocked (map, i, j))
811 layout2[i][j] = '#';
812 }
813 }
814 808
815 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
816 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 810 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
817 811
818 /* deallocate the temp. layout */
819 for (i = 0; i < RP->Xsize; i++)
820 free (layout2[i]);
821
822 free (layout2);
823 return doorlist; 812 return doorlist;
824} 813}
825
826
827 814
828/* locks and/or hides all the doors in doorlist, or does nothing if 815/* locks and/or hides all the doors in doorlist, or does nothing if
829 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
830 817static void
831void
832lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 818lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
833{ 819{
834 object *door; 820 object *door;
835 int i; 821 int i;
836 822
837 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
838 824
839 if (opts & DOORED) 825 if (opts & DOORED)
840 { 826 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
842 { 828 {
843 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
844 char keybuf[1024];
845 830
846 door = doorlist[i]; 831 door = doorlist[i];
847 new_door->face = door->face; 832 new_door->face = door->face;
848 new_door->x = door->x; 833 new_door->x = door->x;
849 new_door->y = door->y; 834 new_door->y = door->y;
850 door->remove ();
851 door->destroy (); 835 door->destroy ();
852 doorlist[i] = new_door; 836 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
855 new_door->slaying = keybuf;
856 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);
857 } 840 }
858 } 841 }
859 842
860 /* 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. */
861 if (opts & HIDDEN) 844 if (opts & HIDDEN)
870 { 853 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
875 door->face = wallface->face; 859 door->face = wallface->face;
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
877 wallface->remove ();
878 wallface->destroy (); 861 wallface->destroy ();
879 } 862 }
880 } 863 }
881 } 864 }
882} 865}

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