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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.45 by root, Mon Oct 12 14:00:58 2009 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 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 26
27#include <global.h> 27#include <global.h>
41#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 */
42 42
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 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}
46 165
47/* 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
48 * and doors but not monsters. 167 * and doors but not monsters.
49 * This function is not map tile aware. 168 * This function is not map tile aware.
50 */ 169 */
52wall_blocked (maptile *m, int x, int y) 171wall_blocked (maptile *m, int x, int y)
53{ 172{
54 if (OUT_OF_REAL_MAP (m, x, y)) 173 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 174 return 1;
56 175
176 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 178}
60 179
61/* place treasures in the map, given the 180/* place treasures in the map, given the
62map, (required) 181map, (required)
63layout, (required) 182layout, (required)
76 if (treasure_style) 195 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
78 return; 197 return;
79 198
80 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 201
83 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 204 {
86 if (rndm (2)) 205 if (rmg_rndm (2))
87 treasureoptions -= 1; 206 treasureoptions -= 1;
88 else 207 else
89 treasureoptions -= 2; 208 treasureoptions -= 2;
90 } 209 }
91 210
92 /* pick the number of treasures */ 211 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 214 else if (treasureoptions & RICH)
96 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);
97 else 216 else
98 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);
99 218
100 if (num_treasures <= 0) 219 if (num_treasures <= 0)
101 return; 220 return;
102 221
103 /* get the style map */ 222 /* get the style map */
112 } 231 }
113 232
114 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
115 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
116 { 235 {
117
118 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
119 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
120 { 238 {
121 case LAYOUT_ONION: 239 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL: 240 case LAYOUT_SPIRAL:
130 for (j = 0; j < RP->Ysize; j++) 248 for (j = 0; j < RP->Ysize; j++)
131 { 249 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
133 { 251 {
134 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 253 object *chest;
137 254
138 if (tdiv == 3) 255 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
140 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
141 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
142 if (!chest) 261 if (!chest)
143 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
263
144 if (treasureoptions & (DOORED | HIDDEN)) 264 if (treasureoptions & (DOORED | HIDDEN))
145 { 265 {
146 doorlist = find_doors_in_room (map, i, j, RP); 266 object **doorlist = find_doors_in_room (map, i, j, RP);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 268 free (doorlist);
149 } 269 }
150 } 270 }
151 } 271 }
152 } 272 }
153 break; 273 break;
154 } 274 }
275
155 default: 276 default:
156 { 277 {
157 int i, j, tries; 278 int i, j, tries;
158 object *chest; 279 object *chest;
159 object **doorlist; 280 object **doorlist;
160 281
161 i = j = -1; 282 i = j = -1;
162 tries = 0; 283 tries = 0;
163 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
164 { 285 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
167 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
168 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
169 i = -1; 291 i = -1;
292
170 tries++; 293 tries++;
171 } 294 }
295
172 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
173 if (!chest) 298 if (!chest)
174 return; 299 return;
300
175 i = chest->x; 301 i = chest->x;
176 j = chest->y; 302 j = chest->y;
177 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
178 { 304 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
187 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
188 int ti, i, j; 314 int ti, i, j;
189 315
190 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
191 { 317 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 321 }
196 } 322 }
197} 323}
198 324
199/* 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
200 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,
201 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 */
202
203object * 328object *
204place_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)
205{ 330{
206 object *the_chest;
207 int i, xl, yl;
208
209 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
210 332
211 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
212 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
213 if (i == -1) 335 if (i == -1)
214 { 336 {
215 the_chest->destroy (); 337 the_chest->destroy ();
216 return NULL; 338 return NULL;
217 } 339 }
218 340
219 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
220 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
221 343
222 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
223 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
224 return 0; 346 return 0;
225 347
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 355
234 if (tlist != NULL) 356 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 358 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
238 360
239 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);
240 } 362 }
241 else 363 else
242 { /* use the style map */ 364 { /* use the style map */
243 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
245 } 367 }
246#endif 368#endif
247 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
249 371
250 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
252 } 374 }
253 375
254 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
256 { 378 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 380
260 if (trap_map) 381 if (trap_map)
261 { 382 {
262 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
263 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
265 if (the_trap) 388 if (the_trap)
266 { 389 {
267 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 391
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 392 new_trap->x = x;
272 new_trap->y = y; 393 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
274 } 395 }
275 } 396 }
276 } 397 }
277 398
278 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 403 {
284 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 406 }
290 407
291 /* actually place the chest. */ 408 /* actually place the chest. */
292 the_chest->x = xl; 409 the_chest->x = xl;
293 the_chest->y = yl; 410 the_chest->y = yl;
322 } 439 }
323 } 440 }
324 return NULL; 441 return NULL;
325} 442}
326 443
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (!the_keymaster)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 }
376
377 // can freeindex ever be < 0?
378 if (freeindex >= 0)
379 {
380 kx += freearr_x [freeindex];
381 ky += freearr_y [freeindex];
382 }
383 }
384 }
385 else
386 { /* NO_PASS_DOORS --we have to work harder. */
387 /* don't try to keyplace if we're sitting on a blocked square and
388 NO_PASS_DOORS is set. */
389 if (n_keys == 1)
390 {
391 if (wall_blocked (map, x, y))
392 return 0;
393
394 the_keymaster = find_monster_in_room (map, x, y, RP);
395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
396 find_spot_in_room (map, x, y, &kx, &ky, RP);
397 }
398 else
399 {
400 int sum = 0; /* count how many keys we actually place */
401
402 /* I'm lazy, so just try to place in all 4 directions. */
403 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
409 { /* diagonally this time. */
410 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 }
415
416 return 1;
417 }
418 }
419
420 if (!the_keymaster)
421 {
422 the_key->x = kx;
423 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1;
426 }
427
428 insert_ob_in_ob (the_key, the_keymaster);
429 return 1;
430}
431
432
433
434/* 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. */
435 445
436object *theMonsterToFind; 446object *theMonsterToFind;
437 447
438/* 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.
470 return theMonsterToFind; 480 return theMonsterToFind;
471 } 481 }
472 } 482 }
473 483
474 /* 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 */
475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
476 { 486 {
477 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);
478 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
479 return theMonsterToFind; 489 return theMonsterToFind;
480 } 490 }
491
481 return theMonsterToFind; 492 return theMonsterToFind;
482} 493}
483
484 494
485/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
486 real work. */ 496 real work. */
487
488object * 497object *
489find_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)
490{ 499{
491 char **layout2; 500 Layout layout2 (RP);
492 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] = '#';
493 509
494 theMonsterToFind = 0; 510 theMonsterToFind = 0;
495 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
496 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++)
498 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#';
504 }
505 }
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
507 512
508 /* deallocate the temp. layout */ 513 layout2.free ();
509 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]);
512 }
513 free (layout2);
514 514
515 return theMonsterToFind; 515 return theMonsterToFind;
516} 516}
517 517
518/* 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 */
543 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546 546
547 /* 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 */
548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
549 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);
550 550
551} 551}
552 552
553/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
574 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
576 576
577 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
578 { 578 {
579 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
582 } 582 }
583 583
584 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
652 *cy = ly; 652 *cy = ly;
653 return; 653 return;
654 } 654 }
655 } 655 }
656 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 658
659 if (i != -1) 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];
670} 670}
671 671
672void 672void
673remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
674{ 674{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 676 {
680 if (tmp->head) 677 object *next = tmp->above;
681 tmp = tmp->head; 678
682 tmp->remove (); 679 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 680 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 681
685 if (tmp == NULL) 682 tmp = next;
686 break;
687 }; 683 }
688} 684}
689 685
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
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 */
740 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)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 738 return tmp;
743 return NULL; 739 return NULL;
744} 740}
745
746 741
747/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
748void 743void
749find_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)
750{ 745{
765 layout[x][y] = 1; 760 layout[x][y] = 1;
766 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
767 if (door) 762 if (door)
768 { 763 {
769 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
770 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
771 { 767 {
772 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");
773 return; 769 return;
774 } 770 }
777 } 773 }
778 } 774 }
779 else 775 else
780 { 776 {
781 layout[x][y] = 1; 777 layout[x][y] = 1;
778
782 /* 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 */
783 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 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);
785 } 784 }
786} 785}
787 786
788/* 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. */
789object ** 788object **
790find_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)
791{ 790{
792 char **layout2;
793 object **doorlist;
794 int i, j; 791 int i, j;
795 int ndoors = 0; 792 int ndoors = 0;
796 793
797 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 795
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
800 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
805 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#';
808 }
809 }
810 803
811 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
812 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);
813 806
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 807 return doorlist;
820} 808}
821
822
823 809
824/* 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
825 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
826
827void 812void
828lock_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)
829{ 814{
830 object *door; 815 object *door;
831 int i; 816 int i;
832 817
833 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
834 819
835 if (opts & DOORED) 820 if (opts & DOORED)
836 { 821 {
837 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
838 { 823 {
839 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
840 char keybuf[1024];
841 825
842 door = doorlist[i]; 826 door = doorlist[i];
843 new_door->face = door->face; 827 new_door->face = door->face;
844 new_door->x = door->x; 828 new_door->x = door->x;
845 new_door->y = door->y; 829 new_door->y = door->y;
846 door->remove ();
847 door->destroy (); 830 door->destroy ();
848 doorlist[i] = new_door; 831 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
851 new_door->slaying = keybuf;
852 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);
853 } 835 }
854 } 836 }
855 837
856 /* 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. */
857 if (opts & HIDDEN) 839 if (opts & HIDDEN)
866 { 848 {
867 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
871 door->face = wallface->face; 854 door->face = wallface->face;
872 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
873 wallface->remove ();
874 wallface->destroy (); 856 wallface->destroy ();
875 } 857 }
876 } 858 }
877 } 859 }
878} 860}

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