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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.45 by root, Mon Oct 12 14:00:58 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 *
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 it under
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * 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 Affero GNU General Public License
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26
27
28 26
29#include <global.h> 27#include <global.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32 30
43#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 */
44 42
45#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 44#define PASS_DOORS 1
47 45
46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48static int
49bc_random (int x)
50{
51 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
52}
53
54static object *
55gen_key (const shstr &keycode)
56{
57 /* get a key and set its keycode */
58 object *key = archetype::get (shstr_key_random_map);
59 key->slaying = keycode;
60 return key;
61}
62
63/* places keys in the map, preferably in something alive.
64 keycode is the key's code,
65 door_flag is either PASS_DOORS or NO_PASS_DOORS.
66 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
67 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
68 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
69
70 The idea is that you call keyplace on x,y where a door is, and it'll make
71 sure a key is placed on both sides of the door.
72*/
73static int
74keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
75{
76 int i, j;
77 int kx = 0, ky = 0;
78 object *the_keymaster; /* the monster that gets the key. */
79 object *the_key = gen_key (keycode);
80
81 if (door_flag == PASS_DOORS)
82 {
83 int tries = 0;
84
85 the_keymaster = 0;
86 while (tries < 15 && !the_keymaster)
87 {
88 i = rmg_rndm (RP->Xsize - 2) + 1;
89 j = rmg_rndm (RP->Ysize - 2) + 1;
90 tries++;
91 the_keymaster = find_closest_monster (map, i, j, RP);
92 }
93
94 /* if we don't find a good keymaster, drop the key on the ground. */
95 if (!the_keymaster)
96 {
97 int freeindex;
98
99 freeindex = -1;
100 for (tries = 0; tries < 15 && freeindex == -1; tries++)
101 {
102 kx = rmg_rndm (RP->Xsize - 2) + 1;
103 ky = rmg_rndm (RP->Ysize - 2) + 1;
104 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
105 }
106
107 // can freeindex ever be < 0?
108 if (freeindex >= 0)
109 {
110 kx += freearr_x [freeindex];
111 ky += freearr_y [freeindex];
112 }
113 }
114 }
115 else
116 { /* NO_PASS_DOORS --we have to work harder. */
117 /* don't try to keyplace if we're sitting on a blocked square and
118 NO_PASS_DOORS is set. */
119 if (n_keys == 1)
120 {
121 if (wall_blocked (map, x, y))
122 {
123 the_key->destroy ();
124 return 0;
125 }
126
127 the_keymaster = find_monster_in_room (map, x, y, RP);
128 if (!the_keymaster) /* if fail, find a spot to drop the key. */
129 find_spot_in_room (map, x, y, &kx, &ky, RP);
130 }
131 else
132 {
133 int sum = 0; /* count how many keys we actually place */
134
135 /* I'm lazy, so just try to place in all 4 directions. */
136 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
140
141 if (sum < 2) /* we might have made a disconnected map-place more keys. */
142 { /* diagonally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
147 }
148
149 the_key->destroy ();
150 return 1;
151 }
152 }
153
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 }
340
216 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
218 343
219 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
221 return 0; 346 return 0;
222 347
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 355
231 if (tlist != NULL) 356 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 358 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
235 360
236 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);
237 } 362 }
238 else 363 else
239 { /* use the style map */ 364 { /* use the style map */
240 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
242 } 367 }
243#endif 368#endif
244 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
246 371
247 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
249 } 374 }
250 375
251 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
253 { 378 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap;
256 380
257 if (trap_map) 381 if (trap_map)
258 { 382 {
259 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
260 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
262 if (the_trap) 388 if (the_trap)
263 { 389 {
264 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
265 391
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x; 392 new_trap->x = x;
269 new_trap->y = y; 393 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
271 } 395 }
272 } 396 }
273 } 397 }
274 398
275 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
276 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
277 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 403 {
281 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
282
283 sprintf (keybuf, "%d", (int) RANDOM ());
284 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
286 } 406 }
287 407
288 /* actually place the chest. */ 408 /* actually place the chest. */
289 the_chest->x = xl; 409 the_chest->x = xl;
290 the_chest->y = yl; 410 the_chest->y = yl;
319 } 439 }
320 } 440 }
321 return NULL; 441 return NULL;
322} 442}
323 443
324
325
326/* places keys in the map, preferably in something alive.
327 keycode is the key's code,
328 door_flag is either PASS_DOORS or NO_PASS_DOORS.
329 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
330 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332
333 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door.
335*/
336
337int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{
340 int i, j;
341 int kx, ky;
342 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key;
344
345 /* get a key and set its keycode */
346 the_key = get_archetype ("key2");
347 the_key->slaying = keycode;
348
349 if (door_flag == PASS_DOORS)
350 {
351 int tries = 0;
352
353 the_keymaster = NULL;
354 while (tries < 15 && the_keymaster == NULL)
355 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP);
360 }
361 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL)
363 {
364 int freeindex;
365
366 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky);
372 }
373 if (freeindex != -1)
374 {
375 kx += freearr_x[freeindex];
376 ky += freearr_y[freeindex];
377 }
378 }
379 }
380 else
381 { /* NO_PASS_DOORS --we have to work harder. */
382 /* don't try to keyplace if we're sitting on a blocked square and
383 NO_PASS_DOORS is set. */
384 if (n_keys == 1)
385 {
386 if (wall_blocked (map, x, y))
387 return 0;
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* 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 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
408 return 1;
409 }
410 }
411
412 if (the_keymaster == NULL)
413 {
414 the_key->x = kx;
415 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1;
418 }
419
420 insert_ob_in_ob (the_key, the_keymaster);
421 return 1;
422}
423
424
425
426/* 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. */
427 445
428object *theMonsterToFind; 446object *theMonsterToFind;
429 447
430/* 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.
462 return theMonsterToFind; 480 return theMonsterToFind;
463 } 481 }
464 } 482 }
465 483
466 /* 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 */
467 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++)
468 { 486 {
469 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);
470 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 489 return theMonsterToFind;
472 } 490 }
491
473 return theMonsterToFind; 492 return theMonsterToFind;
474} 493}
475
476 494
477/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
478 real work. */ 496 real work. */
479
480object * 497object *
481find_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)
482{ 499{
483 char **layout2; 500 Layout layout2 (RP);
484 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] = '#';
485 509
486 theMonsterToFind = 0; 510 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
499 512
500 /* deallocate the temp. layout */ 513 layout2.free ();
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506 514
507 return theMonsterToFind; 515 return theMonsterToFind;
508} 516}
509
510
511
512 517
513/* 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 */
514int *room_free_spots_x; 519int *room_free_spots_x;
515int *room_free_spots_y; 520int *room_free_spots_y;
516int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
517 522
518/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
519a 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
520that datastructure. */ 525that datastructure. */
521
522void 526void
523find_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)
524{ 528{
525 int i, j; 529 int i, j;
526 530
537 /* check off this point */ 541 /* check off this point */
538 layout[x][y] = 1; 542 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
542 /* 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 */
543 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++)
544 {
545 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);
546 }
547 550
548} 551}
549 552
550/* 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. */
551void 554void
562 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
564 { 567 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
570 }
571 } 572 }
572 573
573 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
575 576
576 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
577 { 578 {
578 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
581 } 582 }
582 583
583 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 586 free (layout2[i]);
587 } 587
588 free (layout2); 588 free (layout2);
589 free (room_free_spots_x); 589 free (room_free_spots_x);
590 free (room_free_spots_y); 590 free (room_free_spots_y);
591} 591}
592 592
593 593
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
597
598void 597void
599find_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)
600{ 599{
601 int x, y; 600 int x, y;
602 int i; 601 int i;
653 *cy = ly; 652 *cy = ly;
654 return; 653 return;
655 } 654 }
656 } 655 }
657 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
660 { 660 {
661 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
663 return; 663 }
664 else
664 } 665 {
665 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
666 *cx = *cy = -1; 668 *cy = -1;
669 }
667} 670}
668
669 671
670void 672void
671remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
672{ 674{
673 object *tmp; 675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
674
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 676 {
678 if (tmp->head) 677 object *next = tmp->above;
679 tmp = tmp->head; 678
680 tmp->remove (); 679 if (tmp->flag [FLAG_ALIVE])
681 tmp->destroy (); 680 tmp->head_ ()->destroy ();
682 tmp = GET_MAP_OB (map, x, y); 681
683 if (tmp == NULL) 682 tmp = next;
684 break;
685 }; 683 }
686} 684}
687
688 685
689/* surrounds the point x,y by doors, so as to enclose something, like 686/* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and 687 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
692
693object ** 689object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 691{
696 int i; 692 int i;
697 char *doors[2]; 693 const char *doors[2];
698 object **doorlist; 694 object **doorlist;
699 int ndoors_made = 0; 695 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 697
702 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 711 for (i = 1; i < 9; i++)
716 { 712 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 714
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 720 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 721 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 722 ndoors_made++;
729 } 723 }
730 } 724 }
725
731 return doorlist; 726 return doorlist;
732} 727}
733 728
734 729
735/* returns the first door in this square, or NULL if there isn't a door. */ 730/* returns the first door in this square, or NULL if there isn't a door. */
741 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 738 return tmp;
744 return NULL; 739 return NULL;
745} 740}
746
747 741
748/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
749void 743void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 745{
766 layout[x][y] = 1; 760 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
768 if (door) 762 if (door)
769 { 763 {
770 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
771 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
772 { 767 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 769 return;
775 } 770 }
778 } 773 }
779 } 774 }
780 else 775 else
781 { 776 {
782 layout[x][y] = 1; 777 layout[x][y] = 1;
778
783 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
784 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
786 } 784 }
787} 785}
788 786
789/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
790object ** 788object **
791find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
792{ 790{
793 char **layout2;
794 object **doorlist;
795 int i, j; 791 int i, j;
796 int ndoors = 0; 792 int ndoors = 0;
797 793
798 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 795
800 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
801 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
802 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
803 {
804 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
805 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
806 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807 if (wall_blocked (map, i, j))
808 layout2[i][j] = '#';
809 }
810 }
811 803
812 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
814 806
815 /* deallocate the temp. layout */
816 for (i = 0; i < RP->Xsize; i++)
817 free (layout2[i]);
818
819 free (layout2);
820 return doorlist; 807 return doorlist;
821} 808}
822
823
824 809
825/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
826 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
827
828void 812void
829lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
830{ 814{
831 object *door; 815 object *door;
832 int i; 816 int i;
833 817
834 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
835 819
836 if (opts & DOORED) 820 if (opts & DOORED)
837 { 821 {
838 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
839 { 823 {
840 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
841 char keybuf[1024];
842 825
843 door = doorlist[i]; 826 door = doorlist[i];
844 new_door->face = door->face; 827 new_door->face = door->face;
845 new_door->x = door->x; 828 new_door->x = door->x;
846 new_door->y = door->y; 829 new_door->y = door->y;
847 door->remove ();
848 door->destroy (); 830 door->destroy ();
849 doorlist[i] = new_door; 831 doorlist[i] = new_door;
850 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
851 sprintf (keybuf, "%d", (int) RANDOM ()); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
852 new_door->slaying = keybuf;
853 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
854 } 835 }
855 } 836 }
856 837
857 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
858 if (opts & HIDDEN) 839 if (opts & HIDDEN)
867 { 848 {
868 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
872 door->face = wallface->face; 854 door->face = wallface->face;
873 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
874 wallface->remove ();
875 wallface->destroy (); 856 wallface->destroy ();
876 } 857 }
877 } 858 }
878 } 859 }
879} 860}

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