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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.45 by root, Mon Oct 12 14:00:58 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
45/* a macro to get a strongly centered random distribution, 46/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 47 from 0 to x, centered at x/2 */
47static int 48static int
48bc_random (int x) 49bc_random (int x)
49{ 50{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 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;
51} 164}
52 165
53/* 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
54 * and doors but not monsters. 167 * and doors but not monsters.
55 * This function is not map tile aware. 168 * This function is not map tile aware.
82 if (treasure_style) 195 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
84 return; 197 return;
85 198
86 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 201
89 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 204 {
92 if (rndm (2)) 205 if (rmg_rndm (2))
93 treasureoptions -= 1; 206 treasureoptions -= 1;
94 else 207 else
95 treasureoptions -= 2; 208 treasureoptions -= 2;
96 } 209 }
97 210
118 } 231 }
119 232
120 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
122 { 235 {
123
124 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
126 { 238 {
127 case LAYOUT_ONION: 239 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 240 case LAYOUT_SPIRAL:
140 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
141 object *chest; 253 object *chest;
142 254
143 if (tdiv == 3) 255 if (tdiv == 3)
144 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
145 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
146 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);
147 260
148 if (!chest) 261 if (!chest)
149 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
157 } 270 }
158 } 271 }
159 } 272 }
160 break; 273 break;
161 } 274 }
275
162 default: 276 default:
163 { 277 {
164 int i, j, tries; 278 int i, j, tries;
165 object *chest; 279 object *chest;
166 object **doorlist; 280 object **doorlist;
167 281
168 i = j = -1; 282 i = j = -1;
169 tries = 0; 283 tries = 0;
170 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
171 { 285 {
172 i = rndm (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
175 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
176 i = -1; 291 i = -1;
292
177 tries++; 293 tries++;
178 } 294 }
295
179 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
180 if (!chest) 298 if (!chest)
181 return; 299 return;
300
182 i = chest->x; 301 i = chest->x;
183 j = chest->y; 302 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
185 { 304 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
194 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
195 int ti, i, j; 314 int ti, i, j;
196 315
197 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
198 { 317 {
199 i = rndm (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 321 }
203 } 322 }
204} 323}
205 324
206/* 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
207 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,
208 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 */
209
210object * 328object *
211place_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)
212{ 330{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 332
218 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
219 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
220 if (i == -1) 335 if (i == -1)
221 { 336 {
222 the_chest->destroy (); 337 the_chest->destroy ();
223 return NULL; 338 return NULL;
224 } 339 }
225 340
226 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
227 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
228 343
229 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
231 return 0; 346 return 0;
232 347
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 355
241 if (tlist != NULL) 356 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 358 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 360
246 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);
247 } 362 }
248 else 363 else
249 { /* use the style map */ 364 { /* use the style map */
260 375
261 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
263 { 378 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
265 object *the_trap;
266 380
267 if (trap_map) 381 if (trap_map)
268 { 382 {
269 the_trap = trap_map->pick_random_object (); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
270 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
272 if (the_trap) 388 if (the_trap)
273 { 389 {
274 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 391
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 392 new_trap->x = x;
279 new_trap->y = y; 393 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
281 } 395 }
282 } 396 }
285 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
286 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
287 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 403 {
290 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 406 }
296 407
297 /* actually place the chest. */ 408 /* actually place the chest. */
298 the_chest->x = xl; 409 the_chest->x = xl;
299 the_chest->y = yl; 410 the_chest->y = yl;
328 } 439 }
329 } 440 }
330 return NULL; 441 return NULL;
331} 442}
332 443
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345int
346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347{
348 int i, j;
349 int kx = 0, ky = 0;
350 object *the_keymaster; /* the monster that gets the key. */
351 object *the_key;
352
353 /* get a key and set its keycode */
354 the_key = get_archetype ("key2");
355 the_key->slaying = keycode;
356
357 if (door_flag == PASS_DOORS)
358 {
359 int tries = 0;
360
361 the_keymaster = 0;
362 while (tries < 15 && !the_keymaster)
363 {
364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
366 tries++;
367 the_keymaster = find_closest_monster (map, i, j, RP);
368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (!the_keymaster)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
389 }
390 }
391 else
392 { /* NO_PASS_DOORS --we have to work harder. */
393 /* don't try to keyplace if we're sitting on a blocked square and
394 NO_PASS_DOORS is set. */
395 if (n_keys == 1)
396 {
397 if (wall_blocked (map, x, y))
398 return 0;
399
400 the_keymaster = find_monster_in_room (map, x, y, RP);
401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
402 find_spot_in_room (map, x, y, &kx, &ky, RP);
403 }
404 else
405 {
406 int sum = 0; /* count how many keys we actually place */
407
408 /* I'm lazy, so just try to place in all 4 directions. */
409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
415 { /* diagonally this time. */
416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
431 return 1;
432 }
433
434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
435 return 1;
436}
437
438
439
440/* 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. */
441 445
442object *theMonsterToFind; 446object *theMonsterToFind;
443 447
444/* 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.
476 return theMonsterToFind; 480 return theMonsterToFind;
477 } 481 }
478 } 482 }
479 483
480 /* 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 */
481 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++)
482 { 486 {
483 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);
484 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
485 return theMonsterToFind; 489 return theMonsterToFind;
486 } 490 }
491
487 return theMonsterToFind; 492 return theMonsterToFind;
488} 493}
489
490 494
491/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
492 real work. */ 496 real work. */
493
494object * 497object *
495find_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)
496{ 499{
497 char **layout2; 500 Layout layout2 (RP);
498 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] = '#';
499 509
500 theMonsterToFind = 0; 510 theMonsterToFind = 0;
501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
502 /* allocate and copy the layout, converting C to 0. */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
506 for (j = 0; j < RP->Ysize; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 512
513 /* deallocate the temp. layout */ 513 layout2.free ();
514 for (i = 0; i < RP->Xsize; i++)
515 free (layout2[i]);
516
517 free (layout2);
518 514
519 return theMonsterToFind; 515 return theMonsterToFind;
520} 516}
521 517
522/* 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 */
547 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
548 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
549 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
550 546
551 /* 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 */
552 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++)
553 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);
554 550
555} 551}
556 552
557/* 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. */
578 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
579 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
580 576
581 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
582 { 578 {
583 i = rndm (number_of_free_spots_in_room); 579 i = rmg_rndm (number_of_free_spots_in_room);
584 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
585 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
586 } 582 }
587 583
588 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
656 *cy = ly; 652 *cy = ly;
657 return; 653 return;
658 } 654 }
659 } 655 }
660 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 658
663 if (i != -1) 659 if (i != -1)
664 { 660 {
665 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
674} 670}
675 671
676void 672void
677remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
678{ 674{
679 object *tmp;
680
681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
683 { 676 {
684 if (tmp->head) 677 object *next = tmp->above;
685 tmp = tmp->head; 678
686 tmp->remove (); 679 if (tmp->flag [FLAG_ALIVE])
687 tmp->destroy (); 680 tmp->head_ ()->destroy ();
688 tmp = GET_MAP_OB (map, x, y); 681
689 if (tmp == NULL) 682 tmp = next;
690 break;
691 }; 683 }
692} 684}
693 685
694/* 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
695 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
696 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
783 else 775 else
784 { 776 {
785 layout[x][y] = 1; 777 layout[x][y] = 1;
786 778
787 /* 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 */
788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
789 find_doors_in_room_recursive (layout, map, 781 find_doors_in_room_recursive (layout, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP); 783 doorlist, ndoors, RP);
792 } 784 }
793} 785}
797find_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)
798{ 790{
799 int i, j; 791 int i, j;
800 int ndoors = 0; 792 int ndoors = 0;
801 793
802 object **doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 795
804 MazeData layout2 (RP->Xsize, RP->Ysize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
805 798
806 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
808 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
809 if (wall_blocked (map, i, j)) 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 layout2[i][j] = '#';
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 return doorlist; 807 return doorlist;
825 817
826 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
827 819
828 if (opts & DOORED) 820 if (opts & DOORED)
829 { 821 {
830 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
831 { 823 {
832 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
833 char keybuf[1024];
834 825
835 door = doorlist[i]; 826 door = doorlist[i];
836 new_door->face = door->face; 827 new_door->face = door->face;
837 new_door->x = door->x; 828 new_door->x = door->x;
838 new_door->y = door->y; 829 new_door->y = door->y;
839 door->remove ();
840 door->destroy (); 830 door->destroy ();
841 doorlist[i] = new_door; 831 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
843 sprintf (keybuf, "%d", rndm (1000000000)); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
844 new_door->slaying = keybuf;
845 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);
846 } 835 }
847 } 836 }
848 837
849 /* 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. */
850 if (opts & HIDDEN) 839 if (opts & HIDDEN)
859 { 848 {
860 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
861 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
864 door->face = wallface->face; 854 door->face = wallface->face;
865 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
866 wallface->remove ();
867 wallface->destroy (); 856 wallface->destroy ();
868 } 857 }
869 } 858 }
870 } 859 }
871} 860}

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