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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.12 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.41 by root, Thu Jul 24 20:35:37 2008 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
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26
27
28 25
29#include <global.h> 26#include <global.h>
30#include <random_map.h> 27#include <random_map.h>
31#include <rproto.h> 28#include <rproto.h>
32 29
43#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
44 41
45#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 43#define PASS_DOORS 1
47 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
139
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
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[256]; 189 char styledirname[1024];
76 char stylefilepath[256]; 190 char stylefilepath[1024];
77 maptile *style_map = 0; 191 maptile *style_map = 0;
78 int num_treasures; 192 int num_treasures;
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[256]; 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 object *tmp;
674 676
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 679 {
678 if (tmp->head) 680 if (tmp->head)
679 tmp = tmp->head; 681 tmp = tmp->head;
680 tmp->remove (); 682 tmp->remove ();
683 if (tmp == NULL) 685 if (tmp == NULL)
684 break; 686 break;
685 }; 687 };
686} 688}
687 689
688
689/* surrounds the point x,y by doors, so as to enclose something, like 690/* 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 691 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
692
693object ** 693object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 695{
696 int i; 696 int i;
697 char *doors[2]; 697 const char *doors[2];
698 object **doorlist; 698 object **doorlist;
699 int ndoors_made = 0; 699 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 701
702 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
716 { 716 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 718
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 724 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; 725 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 726 ndoors_made++;
729 } 727 }
730 } 728 }
729
731 return doorlist; 730 return doorlist;
732} 731}
733 732
734 733
735/* returns the first door in this square, or NULL if there isn't a door. */ 734/* 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) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 742 return tmp;
744 return NULL; 743 return NULL;
745} 744}
746
747 745
748/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
749void 747void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 749{
763 /* check off this point */ 761 /* check off this point */
764 if (layout[x][y] == '#') 762 if (layout[x][y] == '#')
765 { /* there could be a door here */ 763 { /* there could be a door here */
766 layout[x][y] = 1; 764 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
768 if (door != NULL) 766 if (door)
769 { 767 {
770 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
771 if (*ndoors > 254) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
772 { 771 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 773 return;
775 } 774 }
775
776 *ndoors = *ndoors + 1; 776 *ndoors = *ndoors + 1;
777 } 777 }
778 } 778 }
779 else 779 else
780 { 780 {
781 layout[x][y] = 1; 781 layout[x][y] = 1;
782
782 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 { 785 find_doors_in_room_recursive (layout, map,
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
786 } 787 doorlist, ndoors, RP);
787 } 788 }
788} 789}
789 790
790/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
791object ** 792object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
793{ 794{
794 char **layout2;
795 object **doorlist;
796 int i, j; 795 int i, j;
797 int ndoors = 0; 796 int ndoors = 0;
798 797
799 doorlist = (object **) calloc (sizeof (int), 256); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 799
800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
801 802
802 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
803 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
805 {
806 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
807 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
808 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
809 if (wall_blocked (map, i, j))
810 layout2[i][j] = '#';
811 }
812 }
813 807
814 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
815 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
816 810
817 /* deallocate the temp. layout */
818 for (i = 0; i < RP->Xsize; i++)
819 {
820 free (layout2[i]);
821 }
822 free (layout2);
823 return doorlist; 811 return doorlist;
824} 812}
825
826
827 813
828/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
829 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
830
831void 816void
832lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
833{ 818{
834 object *door; 819 object *door;
835 int i; 820 int i;
838 823
839 if (opts & DOORED) 824 if (opts & DOORED)
840 { 825 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 { 827 {
843 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype (shstr_locked_door1);
844 char keybuf[256];
845 829
846 door = doorlist[i]; 830 door = doorlist[i];
847 new_door->face = door->face; 831 new_door->face = door->face;
848 new_door->x = door->x; 832 new_door->x = door->x;
849 new_door->y = door->y; 833 new_door->y = door->y;
850 door->remove (); 834 door->remove ();
851 door->destroy (); 835 door->destroy ();
852 doorlist[i] = new_door; 836 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
855 new_door->slaying = keybuf;
856 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
857 } 840 }
858 } 841 }
859 842
860 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
861 if (opts & HIDDEN) 844 if (opts & HIDDEN)
870 { 853 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
875 door->face = wallface->face; 859 door->face = wallface->face;
860
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
877 wallface->remove (); 862 wallface->remove ();
863
878 wallface->destroy (); 864 wallface->destroy ();
879 } 865 }
880 } 866 }
881 } 867 }
882} 868}

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