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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.16 by root, Mon Jan 15 01:55:22 2007 UTC vs.
Revision 1.39 by root, Thu May 8 11:39:24 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 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 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
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 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
20 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#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 */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84
85 if (door_flag == PASS_DOORS)
86 {
87 int tries = 0;
88
89 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster)
91 {
92 i = rmg_rndm (RP->Xsize - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1;
94 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP);
96 }
97
98 /* if we don't find a good keymaster, drop the key on the ground. */
99 if (!the_keymaster)
100 {
101 int freeindex;
102
103 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1);
109 }
110
111 // can freeindex ever be < 0?
112 if (freeindex >= 0)
113 {
114 kx += freearr_x [freeindex];
115 ky += freearr_y [freeindex];
116 }
117 }
118 }
119 else
120 { /* NO_PASS_DOORS --we have to work harder. */
121 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */
123 if (n_keys == 1)
124 {
125 if (wall_blocked (map, x, y))
126 return 0;
127
128 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 }
132 else
133 {
134 int sum = 0; /* count how many keys we actually place */
135
136 /* I'm lazy, so just try to place in all 4 directions. */
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 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
141
142 if (sum < 2) /* we might have made a disconnected map-place more keys. */
143 { /* diagonally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 }
149
150 return 1;
151 }
152 }
153
154 object *the_key = gen_key (keycode);
155
156 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key);
158 else
159 {
160 the_key->x = kx;
161 the_key->y = ky;
162 insert_ob_in_map (the_key, map, NULL, 0);
163 }
164
165 return 1;
166}
49 167
50/* returns true if square x,y has P_NO_PASS set, which is true for walls 168/* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters. 169 * and doors but not monsters.
52 * This function is not map tile aware. 170 * This function is not map tile aware.
53 */ 171 */
54
55int 172int
56wall_blocked (maptile *m, int x, int y) 173wall_blocked (maptile *m, int x, int y)
57{ 174{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 175 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 176 return 1;
177
178 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 180}
65 181
66/* place treasures in the map, given the 182/* place treasures in the map, given the
67map, (required) 183map, (required)
68layout, (required) 184layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 185treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 186treasureoptions (may be 0 for random choices or positive)
71*/ 187*/
72
73void 188void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 189place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 190{
76 char styledirname[1024]; 191 char styledirname[1024];
77 char stylefilepath[1024]; 192 char stylefilepath[1024];
80 195
81 /* bail out if treasure isn't wanted. */ 196 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 197 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 198 if (!strcmp (treasure_style, "none"))
84 return; 199 return;
200
85 if (treasureoptions <= 0) 201 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 202 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 203
88 /* filter out the mutually exclusive options */ 204 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 205 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 206 {
91 if (RANDOM () % 2) 207 if (rmg_rndm (2))
92 treasureoptions -= 1; 208 treasureoptions -= 1;
93 else 209 else
94 treasureoptions -= 2; 210 treasureoptions -= 2;
95 } 211 }
96 212
97 /* pick the number of treasures */ 213 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 214 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 215 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH) 216 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else 218 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 219 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
104 220
105 if (num_treasures <= 0) 221 if (num_treasures <= 0)
106 return; 222 return;
107 223
108 /* get the style map */ 224 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 225 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 227 style_map = find_style (styledirname, treasure_style, -1);
112 228
229 if (!style_map)
230 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
232 return;
233 }
234
113 /* all the treasure at one spot in the map. */ 235 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 236 if (treasureoptions & CONCENTRATED)
115 { 237 {
116
117 /* map_layout_style global, and is previously set */ 238 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
119 { 240 {
120 case LAYOUT_ONION: 241 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 242 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 250 for (j = 0; j < RP->Ysize; j++)
130 { 251 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 252 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 253 {
133 int tdiv = RP->symmetry_used; 254 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 255 object *chest;
136 256
137 if (tdiv == 3) 257 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 258 tdiv = 2; /* this symmetry uses a divisor of 2 */
259
139 /* don't put a chest on an exit. */ 260 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 261 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
262
141 if (!chest) 263 if (!chest)
142 continue; /* if no chest was placed NEXT */ 264 continue; /* if no chest was placed NEXT */
265
143 if (treasureoptions & (DOORED | HIDDEN)) 266 if (treasureoptions & (DOORED | HIDDEN))
144 { 267 {
145 doorlist = find_doors_in_room (map, i, j, RP); 268 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 269 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 270 free (doorlist);
148 } 271 }
149 } 272 }
150 } 273 }
151 } 274 }
152 break; 275 break;
153 } 276 }
277
154 default: 278 default:
155 { 279 {
156 int i, j, tries; 280 int i, j, tries;
157 object *chest; 281 object *chest;
158 object **doorlist; 282 object **doorlist;
159 283
160 i = j = -1; 284 i = j = -1;
161 tries = 0; 285 tries = 0;
162 while (i == -1 && tries < 100) 286 while (i == -1 && tries < 100)
163 { 287 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 288 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 289 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 290 find_enclosed_spot (map, &i, &j, RP);
291
167 if (wall_blocked (map, i, j)) 292 if (wall_blocked (map, i, j))
168 i = -1; 293 i = -1;
294
169 tries++; 295 tries++;
170 } 296 }
297
171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 298 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
299
172 if (!chest) 300 if (!chest)
173 return; 301 return;
302
174 i = chest->x; 303 i = chest->x;
175 j = chest->y; 304 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 305 if (treasureoptions & (DOORED | HIDDEN))
177 { 306 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 315 { /* DIFFUSE treasure layout */
187 int ti, i, j; 316 int ti, i, j;
188 317
189 for (ti = 0; ti < num_treasures; ti++) 318 for (ti = 0; ti < num_treasures; ti++)
190 { 319 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 320 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 321 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 322 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 323 }
195 } 324 }
196} 325}
197 326
198/* put a chest into the map, near x and y, with the treasure style 327/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 328 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 329 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 330object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 332{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 334
210 /* first, find a place to put the chest. */ 335 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 336 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 337 if (i == -1)
213 { 338 {
214 the_chest->destroy (); 339 the_chest->destroy ();
215 return NULL; 340 return NULL;
216 } 341 }
342
217 xl = x + freearr_x[i]; 343 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 344 int yl = y + freearr_y[i];
219 345
220 /* if the placement is blocked, return a fail. */ 346 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 347 if (wall_blocked (map, xl, yl))
222 return 0; 348 return 0;
223 349
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 356 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 357
232 if (tlist != NULL) 358 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 359 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 360 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 361 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 362
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 364 }
239 else 365 else
240 { /* use the style map */ 366 { /* use the style map */
241 the_chest->randomitems = tlist; 367 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 368 the_chest->stats.hp = n_treasures;
243 } 369 }
244#endif 370#endif
245 { /* neither style_map no treasure list given */ 371 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 372 treasurelist *tlist = treasurelist::find ("chest");
247 373
248 the_chest->randomitems = tlist; 374 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 375 the_chest->stats.hp = n_treasures;
250 } 376 }
251 377
252 /* stick a trap in the chest if required */ 378 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 379 if (treasureoptions & TRAPPED)
254 { 380 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 382
258 if (trap_map) 383 if (trap_map)
259 { 384 {
260 the_trap = pick_random_object (trap_map); 385 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386
261 the_trap->stats.Cha = 10 + RP->difficulty; 387 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 388 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
389
263 if (the_trap) 390 if (the_trap)
264 { 391 {
265 object *new_trap; 392 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 393
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 394 new_trap->x = x;
270 new_trap->y = y; 395 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 396 insert_ob_in_ob (new_trap, the_chest);
272 } 397 }
273 } 398 }
274 } 399 }
275 400
276 /* set the chest lock code, and call the keyplacer routine with 401 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 402 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 403 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 405 {
282 char keybuf[1024]; 406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
283
284 sprintf (keybuf, "%d", (int) RANDOM ());
285 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 408 }
288 409
289 /* actually place the chest. */ 410 /* actually place the chest. */
290 the_chest->x = xl; 411 the_chest->x = xl;
291 the_chest->y = yl; 412 the_chest->y = yl;
320 } 441 }
321 } 442 }
322 return NULL; 443 return NULL;
323} 444}
324 445
325
326
327/* places keys in the map, preferably in something alive.
328 keycode is the key's code,
329 door_flag is either PASS_DOORS or NO_PASS_DOORS.
330 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
331 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333
334 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door.
336*/
337
338int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{
341 int i, j;
342 int kx, ky;
343 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345
346 /* get a key and set its keycode */
347 the_key = get_archetype ("key2");
348 the_key->slaying = keycode;
349
350 if (door_flag == PASS_DOORS)
351 {
352 int tries = 0;
353
354 the_keymaster = NULL;
355 while (tries < 15 && the_keymaster == NULL)
356 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP);
361 }
362 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL)
364 {
365 int freeindex;
366
367 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 }
374
375 if (freeindex != -1)
376 {
377 kx += freearr_x[freeindex];
378 ky += freearr_y[freeindex];
379 }
380 }
381 }
382 else
383 { /* NO_PASS_DOORS --we have to work harder. */
384 /* don't try to keyplace if we're sitting on a blocked square and
385 NO_PASS_DOORS is set. */
386 if (n_keys == 1)
387 {
388 if (wall_blocked (map, x, y))
389 return 0;
390
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* both find_monster_in_room routines need to have access to this. */ 446/* both find_monster_in_room routines need to have access to this. */
430 447
431object *theMonsterToFind; 448object *theMonsterToFind;
432 449
433/* a recursive routine which will return a monster, eventually,if there is one. 450/* a recursive routine which will return a monster, eventually,if there is one.
465 return theMonsterToFind; 482 return theMonsterToFind;
466 } 483 }
467 } 484 }
468 485
469 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 488 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 491 return theMonsterToFind;
475 } 492 }
493
476 return theMonsterToFind; 494 return theMonsterToFind;
477} 495}
478
479 496
480/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
481 real work. */ 498 real work. */
482
483object * 499object *
484find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 501{
486 char **layout2; 502 Layout layout2 (RP);
487 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
488 511
489 theMonsterToFind = 0; 512 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 514
503 /* deallocate the temp. layout */ 515 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 516
510 return theMonsterToFind; 517 return theMonsterToFind;
511} 518}
512
513
514
515 519
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 521int *room_free_spots_x;
518int *room_free_spots_y; 522int *room_free_spots_y;
519int number_of_free_spots_in_room; 523int number_of_free_spots_in_room;
520 524
521/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 527that datastructure. */
524
525void 528void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 530{
528 int i, j; 531 int i, j;
529 532
540 /* check off this point */ 543 /* check off this point */
541 layout[x][y] = 1; 544 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
545 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 552
551} 553}
552 554
553/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
554void 556void
565 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 568 for (i = 0; i < RP->Xsize; i++)
567 { 569 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 571 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 572 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 573 layout2[i][j] = '#';
573 }
574 } 574 }
575 575
576 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
578 578
579 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
580 { 580 {
581 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
584 } 584 }
585 585
586 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 587 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 588 free (layout2[i]);
590 } 589
591 free (layout2); 590 free (layout2);
592 free (room_free_spots_x); 591 free (room_free_spots_x);
593 free (room_free_spots_y); 592 free (room_free_spots_y);
594} 593}
595 594
596 595
597/* searches the map for a spot with walls around it. The more 596/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 597 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 598 it'll return 0 if no FREE spots are found.*/
600
601void 599void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 601{
604 int x, y; 602 int x, y;
605 int i; 603 int i;
656 *cy = ly; 654 *cy = ly;
657 return; 655 return;
658 } 656 }
659 } 657 }
660 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 660
661 if (i != -1)
663 { 662 {
664 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
666 return; 665 }
666 else
667 } 667 {
668 /* indicate failure */ 668 /* indicate failure */
669 *cx = -1;
669 *cx = *cy = -1; 670 *cy = -1;
671 }
670} 672}
671
672 673
673void 674void
674remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
675{ 676{
676 object *tmp; 677 object *tmp;
677 678
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 681 {
681 if (tmp->head) 682 if (tmp->head)
682 tmp = tmp->head; 683 tmp = tmp->head;
683 tmp->remove (); 684 tmp->remove ();
686 if (tmp == NULL) 687 if (tmp == NULL)
687 break; 688 break;
688 }; 689 };
689} 690}
690 691
691
692/* surrounds the point x,y by doors, so as to enclose something, like 692/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 693 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 694 it'll remove any monsters it finds.*/
695
696object ** 695object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 696surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 697{
699 int i; 698 int i;
700 char *doors[2]; 699 const char *doors[2];
701 object **doorlist; 700 object **doorlist;
702 int ndoors_made = 0; 701 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 702 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 703
705 /* this is a list we pick from, for horizontal and vertical doors */ 704 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 716 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 717 for (i = 1; i < 9; i++)
719 { 718 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 720
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 722 { /* place a door */
723 remove_monsters (x1, y1, map);
724
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 725 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 726 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 727 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 728 ndoors_made++;
732 } 729 }
733 } 730 }
731
734 return doorlist; 732 return doorlist;
735} 733}
736 734
737 735
738/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 744 return tmp;
747 return NULL; 745 return NULL;
748} 746}
749
750 747
751/* the workhorse routine, which finds the doors in a room */ 748/* the workhorse routine, which finds the doors in a room */
752void 749void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 751{
769 layout[x][y] = 1; 766 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 767 door = door_in_square (map, x, y);
771 if (door) 768 if (door)
772 { 769 {
773 doorlist[*ndoors] = door; 770 doorlist[*ndoors] = door;
771
774 if (*ndoors > 1022) /* eek! out of memory */ 772 if (*ndoors > 1022) /* eek! out of memory */
775 { 773 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 775 return;
778 } 776 }
781 } 779 }
782 } 780 }
783 else 781 else
784 { 782 {
785 layout[x][y] = 1; 783 layout[x][y] = 1;
784
786 /* now search all the 8 squares around recursively for free spots,in random order */ 785 /* now search all the 8 squares around recursively for free spots,in random order */
787 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 787 find_doors_in_room_recursive (layout, map,
788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 doorlist, ndoors, RP);
789 } 790 }
790} 791}
791 792
792/* find a random non-blocked spot in this room to drop a key. */ 793/* find a random non-blocked spot in this room to drop a key. */
793object ** 794object **
794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
795{ 796{
796 char **layout2;
797 object **doorlist;
798 int i, j; 797 int i, j;
799 int ndoors = 0; 798 int ndoors = 0;
800 799
801 doorlist = (object **) calloc (sizeof (int), 1024); 800 object **doorlist = (object **)calloc (sizeof (int), 1024);
802 801
803 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 802 LayoutData layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear ();
804
804 /* allocate and copy the layout, converting C to 0. */ 805 /* allocate and copy the layout, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++) 806 for (i = 0; i < RP->Xsize; i++)
806 {
807 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
808 for (j = 0; j < RP->Ysize; j++) 807 for (j = 0; j < RP->Ysize; j++)
809 { 808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 if (wall_blocked (map, i, j))
811 layout2[i][j] = '#';
812 }
813 }
814 809
815 /* setup num_free_spots and room_free_spots */ 810 /* setup num_free_spots and room_free_spots */
816 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
817 812
818 /* deallocate the temp. layout */
819 for (i = 0; i < RP->Xsize; i++)
820 free (layout2[i]);
821
822 free (layout2);
823 return doorlist; 813 return doorlist;
824} 814}
825
826
827 815
828/* locks and/or hides all the doors in doorlist, or does nothing if 816/* locks and/or hides all the doors in doorlist, or does nothing if
829 opts doesn't say to lock/hide doors. */ 817 opts doesn't say to lock/hide doors. */
830
831void 818void
832lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
833{ 820{
834 object *door; 821 object *door;
835 int i; 822 int i;
839 if (opts & DOORED) 826 if (opts & DOORED)
840 { 827 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 { 829 {
843 object *new_door = get_archetype ("locked_door1"); 830 object *new_door = get_archetype ("locked_door1");
844 char keybuf[1024];
845 831
846 door = doorlist[i]; 832 door = doorlist[i];
847 new_door->face = door->face; 833 new_door->face = door->face;
848 new_door->x = door->x; 834 new_door->x = door->x;
849 new_door->y = door->y; 835 new_door->y = door->y;
850 door->remove (); 836 door->remove ();
851 door->destroy (); 837 door->destroy ();
852 doorlist[i] = new_door; 838 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 839 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 840 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); 841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
857 } 842 }
858 } 843 }
859 844
860 /* change the faces of the doors and surrounding walls to hide them. */ 845 /* change the faces of the doors and surrounding walls to hide them. */
861 if (opts & HIDDEN) 846 if (opts & HIDDEN)
870 { 855 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
875 door->face = wallface->face; 861 door->face = wallface->face;
862
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
877 wallface->remove (); 864 wallface->remove ();
865
878 wallface->destroy (); 866 wallface->destroy ();
879 } 867 }
880 } 868 }
881 } 869 }
882} 870}

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