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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 25
27#include <global.h> 26#include <global.h>
41#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 */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 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_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84 object *the_key = gen_key (keycode);
85
86 if (door_flag == PASS_DOORS)
87 {
88 int tries = 0;
89
90 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster)
92 {
93 i = rmg_rndm (RP->Xsize - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1;
95 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP);
97 }
98
99 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster)
101 {
102 int freeindex;
103
104 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 }
111
112 // can freeindex ever be < 0?
113 if (freeindex >= 0)
114 {
115 kx += freearr_x [freeindex];
116 ky += freearr_y [freeindex];
117 }
118 }
119 }
120 else
121 { /* NO_PASS_DOORS --we have to work harder. */
122 /* don't try to keyplace if we're sitting on a blocked square and
123 NO_PASS_DOORS is set. */
124 if (n_keys == 1)
125 {
126 if (wall_blocked (map, x, y))
127 {
128 the_key->destroy ();
129 return 0;
130 }
131
132 the_keymaster = find_monster_in_room (map, x, y, RP);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP);
135 }
136 else
137 {
138 int sum = 0; /* count how many keys we actually place */
139
140 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
152 }
153
154 the_key->destroy ();
155 return 1;
156 }
157 }
158
159 if (the_keymaster)
160 the_keymaster->head_ ()->insert (the_key);
161 else
162 {
163 the_key->x = kx;
164 the_key->y = ky;
165 insert_ob_in_map (the_key, map, NULL, 0);
166 }
167
168 return 1;
169}
46 170
47/* returns true if square x,y has P_NO_PASS set, which is true for walls 171/* returns true if square x,y has P_NO_PASS set, which is true for walls
48 * and doors but not monsters. 172 * and doors but not monsters.
49 * This function is not map tile aware. 173 * This function is not map tile aware.
50 */ 174 */
52wall_blocked (maptile *m, int x, int y) 176wall_blocked (maptile *m, int x, int y)
53{ 177{
54 if (OUT_OF_REAL_MAP (m, x, y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 179 return 1;
56 180
181 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 183}
60 184
61/* place treasures in the map, given the 185/* place treasures in the map, given the
62map, (required) 186map, (required)
63layout, (required) 187layout, (required)
76 if (treasure_style) 200 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 201 if (!strcmp (treasure_style, "none"))
78 return; 202 return;
79 203
80 if (treasureoptions <= 0) 204 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 206
83 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 209 {
86 if (rndm (2)) 210 if (rmg_rndm (2))
87 treasureoptions -= 1; 211 treasureoptions -= 1;
88 else 212 else
89 treasureoptions -= 2; 213 treasureoptions -= 2;
90 } 214 }
91 215
92 /* pick the number of treasures */ 216 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
94 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 218 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
95 else if (treasureoptions & RICH) 219 else if (treasureoptions & RICH)
96 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 220 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
97 else 221 else
98 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
99 223
100 if (num_treasures <= 0) 224 if (num_treasures <= 0)
101 return; 225 return;
102 226
103 /* get the style map */ 227 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 228 sprintf (styledirname, "%s", "/styles/treasurestyles");
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 style_map = find_style (styledirname, treasure_style, -1); 230 style_map = find_style (styledirname, treasure_style, -1);
107 231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
237
108 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
110 { 240 {
111
112 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
113 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
114 { 243 {
115 case LAYOUT_ONION: 244 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
124 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
125 { 254 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 { 256 {
128 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 258 object *chest;
131 259
132 if (tdiv == 3) 260 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
134 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
135 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
136 if (!chest) 266 if (!chest)
137 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
138 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
139 { 270 {
140 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 273 free (doorlist);
143 } 274 }
144 } 275 }
145 } 276 }
146 } 277 }
147 break; 278 break;
148 } 279 }
280
149 default: 281 default:
150 { 282 {
151 int i, j, tries; 283 int i, j, tries;
152 object *chest; 284 object *chest;
153 object **doorlist; 285 object **doorlist;
154 286
155 i = j = -1; 287 i = j = -1;
156 tries = 0; 288 tries = 0;
157 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
158 { 290 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
162 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
163 i = -1; 296 i = -1;
297
164 tries++; 298 tries++;
165 } 299 }
300
166 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
167 if (!chest) 303 if (!chest)
168 return; 304 return;
305
169 i = chest->x; 306 i = chest->x;
170 j = chest->y; 307 j = chest->y;
171 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
172 { 309 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
181 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
182 int ti, i, j; 319 int ti, i, j;
183 320
184 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
185 { 322 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 326 }
190 } 327 }
191} 328}
192 329
193/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
194 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
195 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
196
197object * 333object *
198place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
199{ 335{
200 object *the_chest;
201 int i, xl, yl;
202
203 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
204 337
205 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
206 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
207 if (i == -1) 340 if (i == -1)
208 { 341 {
209 the_chest->destroy (); 342 the_chest->destroy ();
210 return NULL; 343 return NULL;
211 } 344 }
212 345
213 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
214 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
215 348
216 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
217 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
218 return 0; 351 return 0;
219 352
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 360
228 if (tlist != NULL) 361 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 363 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
232 365
233 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
234 } 367 }
235 else 368 else
236 { /* use the style map */ 369 { /* use the style map */
237 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
239 } 372 }
240#endif 373#endif
241 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
243 376
244 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
246 } 379 }
247 380
248 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
249 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
250 { 383 {
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
252 object *the_trap;
253 385
254 if (trap_map) 386 if (trap_map)
255 { 387 {
256 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
257 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
259 if (the_trap) 393 if (the_trap)
260 { 394 {
261 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
262 396
263 new_trap = arch_to_object (the_trap->arch);
264 new_trap->copy_to (the_trap);
265 new_trap->x = x; 397 new_trap->x = x;
266 new_trap->y = y; 398 new_trap->y = y;
267 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
268 } 400 }
269 } 401 }
270 } 402 }
271 403
272 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
273 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
274 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 408 {
278 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
279
280 sprintf (keybuf, "%d", (int) RANDOM ());
281 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
283 } 411 }
284 412
285 /* actually place the chest. */ 413 /* actually place the chest. */
286 the_chest->x = xl; 414 the_chest->x = xl;
287 the_chest->y = yl; 415 the_chest->y = yl;
316 } 444 }
317 } 445 }
318 return NULL; 446 return NULL;
319} 447}
320 448
321
322
323/* places keys in the map, preferably in something alive.
324 keycode is the key's code,
325 door_flag is either PASS_DOORS or NO_PASS_DOORS.
326 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
327 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
329
330 The idea is that you call keyplace on x,y where a door is, and it'll make
331 sure a key is placed on both sides of the door.
332*/
333int
334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
335{
336 int i, j;
337 int kx = 0, ky = 0;
338 object *the_keymaster; /* the monster that gets the key. */
339 object *the_key;
340
341 /* get a key and set its keycode */
342 the_key = get_archetype ("key2");
343 the_key->slaying = keycode;
344
345 if (door_flag == PASS_DOORS)
346 {
347 int tries = 0;
348
349 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster)
351 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
354 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP);
356 }
357
358 /* if we don't find a good keymaster, drop the key on the ground. */
359 if (!the_keymaster)
360 {
361 int freeindex;
362
363 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
369 }
370
371 // can freeindex ever be < 0?
372 if (freeindex >= 0)
373 {
374 kx += freearr_x [freeindex];
375 ky += freearr_y [freeindex];
376 }
377 }
378 }
379 else
380 { /* NO_PASS_DOORS --we have to work harder. */
381 /* don't try to keyplace if we're sitting on a blocked square and
382 NO_PASS_DOORS is set. */
383 if (n_keys == 1)
384 {
385 if (wall_blocked (map, x, y))
386 return 0;
387
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagonally this time. */
404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
409
410 return 1;
411 }
412 }
413
414 if (!the_keymaster)
415 {
416 the_key->x = kx;
417 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1;
420 }
421
422 insert_ob_in_ob (the_key, the_keymaster);
423 return 1;
424}
425
426
427
428/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
429 450
430object *theMonsterToFind; 451object *theMonsterToFind;
431 452
432/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
464 return theMonsterToFind; 485 return theMonsterToFind;
465 } 486 }
466 } 487 }
467 488
468 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
470 { 491 {
471 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
472 if (theMonsterToFind != NULL) 493 if (theMonsterToFind != NULL)
473 return theMonsterToFind; 494 return theMonsterToFind;
474 } 495 }
496
475 return theMonsterToFind; 497 return theMonsterToFind;
476} 498}
477
478 499
479/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
480 real work. */ 501 real work. */
481
482object * 502object *
483find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
484{ 504{
485 char **layout2; 505 Layout layout2 (RP);
486 int i, j; 506
507 layout2->clear ();
508
509 /* allocate and copy the layout, converting C to 0. */
510 for (int i = 0; i < layout2->w; i++)
511 for (int j = 0; j < layout2->h; j++)
512 if (wall_blocked (map, i, j))
513 layout2[i][j] = '#';
487 514
488 theMonsterToFind = 0; 515 theMonsterToFind = 0;
489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
490 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++)
492 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
499 }
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
501 517
502 /* deallocate the temp. layout */ 518 layout2.free ();
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]);
506 }
507 free (layout2);
508 519
509 return theMonsterToFind; 520 return theMonsterToFind;
510} 521}
511 522
512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
537 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
538 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
539 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
540 551
541 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 553 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
543 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
544 555
545} 556}
546 557
547/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
568 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
570 581
571 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
572 { 583 {
573 i = RANDOM () % number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
574 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
576 } 587 }
577 588
578 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
646 *cy = ly; 657 *cy = ly;
647 return; 658 return;
648 } 659 }
649 } 660 }
650 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
652 663
653 if (i != -1) 664 if (i != -1)
654 { 665 {
655 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
686 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
687object ** 698object **
688surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
689{ 700{
690 int i; 701 int i;
691 char *doors[2]; 702 const char *doors[2];
692 object **doorlist; 703 object **doorlist;
693 int ndoors_made = 0; 704 int ndoors_made = 0;
694 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
695 706
696 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
734 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 747 return tmp;
737 return NULL; 748 return NULL;
738} 749}
739
740 750
741/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
742void 752void
743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
744{ 754{
759 layout[x][y] = 1; 769 layout[x][y] = 1;
760 door = door_in_square (map, x, y); 770 door = door_in_square (map, x, y);
761 if (door) 771 if (door)
762 { 772 {
763 doorlist[*ndoors] = door; 773 doorlist[*ndoors] = door;
774
764 if (*ndoors > 1022) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
765 { 776 {
766 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
767 return; 778 return;
768 } 779 }
771 } 782 }
772 } 783 }
773 else 784 else
774 { 785 {
775 layout[x][y] = 1; 786 layout[x][y] = 1;
787
776 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 790 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
779 } 793 }
780} 794}
781 795
782/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
783object ** 797object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
785{ 799{
786 char **layout2;
787 object **doorlist;
788 int i, j; 800 int i, j;
789 int ndoors = 0; 801 int ndoors = 0;
790 802
791 doorlist = (object **) calloc (sizeof (int), 1024); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
792 804
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
807
794 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 810 for (j = 0; j < RP->Ysize; j++)
799 { 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
803 }
804 812
805 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
807 815
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 816 return doorlist;
814} 817}
815
816
817 818
818/* locks and/or hides all the doors in doorlist, or does nothing if 819/* locks and/or hides all the doors in doorlist, or does nothing if
819 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
820
821void 821void
822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{ 823{
824 object *door; 824 object *door;
825 int i; 825 int i;
829 if (opts & DOORED) 829 if (opts & DOORED)
830 { 830 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
832 { 832 {
833 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
834 char keybuf[1024];
835 834
836 door = doorlist[i]; 835 door = doorlist[i];
837 new_door->face = door->face; 836 new_door->face = door->face;
838 new_door->x = door->x; 837 new_door->x = door->x;
839 new_door->y = door->y; 838 new_door->y = door->y;
840 door->remove (); 839 door->remove ();
841 door->destroy (); 840 door->destroy ();
842 doorlist[i] = new_door; 841 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
845 new_door->slaying = keybuf;
846 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
847 } 845 }
848 } 846 }
849 847
850 /* change the faces of the doors and surrounding walls to hide them. */ 848 /* change the faces of the doors and surrounding walls to hide them. */
851 if (opts & HIDDEN) 849 if (opts & HIDDEN)
860 { 858 {
861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
865 door->face = wallface->face; 864 door->face = wallface->face;
865
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
867 wallface->remove (); 867 wallface->remove ();
868
868 wallface->destroy (); 869 wallface->destroy ();
869 } 870 }
870 } 871 }
871 } 872 }
872} 873}

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