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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
41#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 */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 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}
46 167
47/* 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
48 * and doors but not monsters. 169 * and doors but not monsters.
49 * This function is not map tile aware. 170 * This function is not map tile aware.
50 */ 171 */
52wall_blocked (maptile *m, int x, int y) 173wall_blocked (maptile *m, int x, int y)
53{ 174{
54 if (OUT_OF_REAL_MAP (m, x, y)) 175 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 176 return 1;
56 177
178 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 180}
60 181
61/* place treasures in the map, given the 182/* place treasures in the map, given the
62map, (required) 183map, (required)
63layout, (required) 184layout, (required)
76 if (treasure_style) 197 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 198 if (!strcmp (treasure_style, "none"))
78 return; 199 return;
79 200
80 if (treasureoptions <= 0) 201 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 202 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 203
83 /* filter out the mutually exclusive options */ 204 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 205 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 206 {
86 if (rndm (2)) 207 if (rmg_rndm (2))
87 treasureoptions -= 1; 208 treasureoptions -= 1;
88 else 209 else
89 treasureoptions -= 2; 210 treasureoptions -= 2;
90 } 211 }
91 212
92 /* pick the number of treasures */ 213 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 214 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 216 else if (treasureoptions & RICH)
96 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);
97 else 218 else
98 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);
99 220
100 if (num_treasures <= 0) 221 if (num_treasures <= 0)
101 return; 222 return;
102 223
103 /* get the style map */ 224 /* get the style map */
112 } 233 }
113 234
114 /* all the treasure at one spot in the map. */ 235 /* all the treasure at one spot in the map. */
115 if (treasureoptions & CONCENTRATED) 236 if (treasureoptions & CONCENTRATED)
116 { 237 {
117
118 /* map_layout_style global, and is previously set */ 238 /* map_layout_style global, and is previously set */
119 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
120 { 240 {
121 case LAYOUT_ONION: 241 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL: 242 case LAYOUT_SPIRAL:
130 for (j = 0; j < RP->Ysize; j++) 250 for (j = 0; j < RP->Ysize; j++)
131 { 251 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 252 if (layout[i][j] == 'C' || layout[i][j] == '>')
133 { 253 {
134 int tdiv = RP->symmetry_used; 254 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 255 object *chest;
137 256
138 if (tdiv == 3) 257 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 258 tdiv = 2; /* this symmetry uses a divisor of 2 */
259
140 /* don't put a chest on an exit. */ 260 /* don't put a chest on an exit. */
141 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
142 if (!chest) 263 if (!chest)
143 continue; /* if no chest was placed NEXT */ 264 continue; /* if no chest was placed NEXT */
265
144 if (treasureoptions & (DOORED | HIDDEN)) 266 if (treasureoptions & (DOORED | HIDDEN))
145 { 267 {
146 doorlist = find_doors_in_room (map, i, j, RP); 268 object **doorlist = find_doors_in_room (map, i, j, RP);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 269 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 270 free (doorlist);
149 } 271 }
150 } 272 }
151 } 273 }
152 } 274 }
153 break; 275 break;
154 } 276 }
277
155 default: 278 default:
156 { 279 {
157 int i, j, tries; 280 int i, j, tries;
158 object *chest; 281 object *chest;
159 object **doorlist; 282 object **doorlist;
160 283
161 i = j = -1; 284 i = j = -1;
162 tries = 0; 285 tries = 0;
163 while (i == -1 && tries < 100) 286 while (i == -1 && tries < 100)
164 { 287 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 288 i = rmg_rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 289 j = rmg_rndm (RP->Ysize - 2) + 1;
167 find_enclosed_spot (map, &i, &j, RP); 290 find_enclosed_spot (map, &i, &j, RP);
291
168 if (wall_blocked (map, i, j)) 292 if (wall_blocked (map, i, j))
169 i = -1; 293 i = -1;
294
170 tries++; 295 tries++;
171 } 296 }
297
172 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
173 if (!chest) 300 if (!chest)
174 return; 301 return;
302
175 i = chest->x; 303 i = chest->x;
176 j = chest->y; 304 j = chest->y;
177 if (treasureoptions & (DOORED | HIDDEN)) 305 if (treasureoptions & (DOORED | HIDDEN))
178 { 306 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
187 { /* DIFFUSE treasure layout */ 315 { /* DIFFUSE treasure layout */
188 int ti, i, j; 316 int ti, i, j;
189 317
190 for (ti = 0; ti < num_treasures; ti++) 318 for (ti = 0; ti < num_treasures; ti++)
191 { 319 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 320 i = rmg_rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 321 j = rmg_rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 322 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 323 }
196 } 324 }
197} 325}
198 326
199/* 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
200 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,
201 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 */
202
203object * 330object *
204place_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)
205{ 332{
206 object *the_chest;
207 int i, xl, yl;
208
209 the_chest = get_archetype ("chest"); /* was "chest_2" */ 333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
210 334
211 /* first, find a place to put the chest. */ 335 /* first, find a place to put the chest. */
212 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
213 if (i == -1) 337 if (i == -1)
214 { 338 {
215 the_chest->destroy (); 339 the_chest->destroy ();
216 return NULL; 340 return NULL;
217 } 341 }
218 342
219 xl = x + freearr_x[i]; 343 int xl = x + freearr_x[i];
220 yl = y + freearr_y[i]; 344 int yl = y + freearr_y[i];
221 345
222 /* if the placement is blocked, return a fail. */ 346 /* if the placement is blocked, return a fail. */
223 if (wall_blocked (map, xl, yl)) 347 if (wall_blocked (map, xl, yl))
224 return 0; 348 return 0;
225 349
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 356 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 357
234 if (tlist != NULL) 358 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 359 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 360 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 361 object *new_treasure = style_map->pick_random_object (rmg_rndm);
238 362
239 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);
240 } 364 }
241 else 365 else
242 { /* use the style map */ 366 { /* use the style map */
243 the_chest->randomitems = tlist; 367 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 368 the_chest->stats.hp = n_treasures;
245 } 369 }
246#endif 370#endif
247 { /* neither style_map no treasure list given */ 371 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 372 treasurelist *tlist = treasurelist::find ("chest");
249 373
250 the_chest->randomitems = tlist; 374 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 375 the_chest->stats.hp = n_treasures;
252 } 376 }
253 377
254 /* stick a trap in the chest if required */ 378 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 379 if (treasureoptions & TRAPPED)
256 { 380 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 382
260 if (trap_map) 383 if (trap_map)
261 { 384 {
262 the_trap = pick_random_object (trap_map); 385 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386
263 the_trap->stats.Cha = 10 + RP->difficulty; 387 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 388 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
389
265 if (the_trap) 390 if (the_trap)
266 { 391 {
267 object *new_trap; 392 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 393
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 394 new_trap->x = x;
272 new_trap->y = y; 395 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 396 insert_ob_in_ob (new_trap, the_chest);
274 } 397 }
275 } 398 }
276 } 399 }
277 400
278 /* set the chest lock code, and call the keyplacer routine with 401 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 403 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 405 {
284 char keybuf[1024]; 406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 408 }
290 409
291 /* actually place the chest. */ 410 /* actually place the chest. */
292 the_chest->x = xl; 411 the_chest->x = xl;
293 the_chest->y = yl; 412 the_chest->y = yl;
322 } 441 }
323 } 442 }
324 return NULL; 443 return NULL;
325} 444}
326 445
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (!the_keymaster)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 }
376
377 // can freeindex ever be < 0?
378 if (freeindex >= 0)
379 {
380 kx += freearr_x [freeindex];
381 ky += freearr_y [freeindex];
382 }
383 }
384 }
385 else
386 { /* NO_PASS_DOORS --we have to work harder. */
387 /* don't try to keyplace if we're sitting on a blocked square and
388 NO_PASS_DOORS is set. */
389 if (n_keys == 1)
390 {
391 if (wall_blocked (map, x, y))
392 return 0;
393
394 the_keymaster = find_monster_in_room (map, x, y, RP);
395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
396 find_spot_in_room (map, x, y, &kx, &ky, RP);
397 }
398 else
399 {
400 int sum = 0; /* count how many keys we actually place */
401
402 /* I'm lazy, so just try to place in all 4 directions. */
403 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
409 { /* diagonally this time. */
410 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 }
415
416 return 1;
417 }
418 }
419
420 if (!the_keymaster)
421 {
422 the_key->x = kx;
423 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1;
426 }
427
428 insert_ob_in_ob (the_key, the_keymaster);
429 return 1;
430}
431
432
433
434/* both find_monster_in_room routines need to have access to this. */ 446/* both find_monster_in_room routines need to have access to this. */
435 447
436object *theMonsterToFind; 448object *theMonsterToFind;
437 449
438/* 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.
470 return theMonsterToFind; 482 return theMonsterToFind;
471 } 483 }
472 } 484 }
473 485
474 /* 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 */
475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
476 { 488 {
477 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);
478 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
479 return theMonsterToFind; 491 return theMonsterToFind;
480 } 492 }
493
481 return theMonsterToFind; 494 return theMonsterToFind;
482} 495}
483
484 496
485/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
486 real work. */ 498 real work. */
487
488object * 499object *
489find_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)
490{ 501{
491 char **layout2; 502 Layout layout2 (RP);
492 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] = '#';
493 511
494 theMonsterToFind = 0; 512 theMonsterToFind = 0;
495 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
496 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++)
498 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#';
504 }
505 }
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
507 514
508 /* deallocate the temp. layout */ 515 layout2.free ();
509 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]);
512 }
513 free (layout2);
514 516
515 return theMonsterToFind; 517 return theMonsterToFind;
516} 518}
517 519
518/* 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 */
543 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
546 548
547 /* 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 */
548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
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. */
574 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
576 578
577 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
578 { 580 {
579 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
582 } 584 }
583 585
584 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
652 *cy = ly; 654 *cy = ly;
653 return; 655 return;
654 } 656 }
655 } 657 }
656 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 660
659 if (i != -1) 661 if (i != -1)
660 { 662 {
661 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
692 it'll remove any monsters it finds.*/ 694 it'll remove any monsters it finds.*/
693object ** 695object **
694surround_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)
695{ 697{
696 int i; 698 int i;
697 char *doors[2]; 699 const char *doors[2];
698 object **doorlist; 700 object **doorlist;
699 int ndoors_made = 0; 701 int ndoors_made = 0;
700 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 */
701 703
702 /* 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 */
740 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)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 744 return tmp;
743 return NULL; 745 return NULL;
744} 746}
745
746 747
747/* the workhorse routine, which finds the doors in a room */ 748/* the workhorse routine, which finds the doors in a room */
748void 749void
749find_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)
750{ 751{
765 layout[x][y] = 1; 766 layout[x][y] = 1;
766 door = door_in_square (map, x, y); 767 door = door_in_square (map, x, y);
767 if (door) 768 if (door)
768 { 769 {
769 doorlist[*ndoors] = door; 770 doorlist[*ndoors] = door;
771
770 if (*ndoors > 1022) /* eek! out of memory */ 772 if (*ndoors > 1022) /* eek! out of memory */
771 { 773 {
772 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");
773 return; 775 return;
774 } 776 }
777 } 779 }
778 } 780 }
779 else 781 else
780 { 782 {
781 layout[x][y] = 1; 783 layout[x][y] = 1;
784
782 /* 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 */
783 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 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);
785 } 790 }
786} 791}
787 792
788/* 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. */
789object ** 794object **
790find_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)
791{ 796{
792 char **layout2;
793 object **doorlist;
794 int i, j; 797 int i, j;
795 int ndoors = 0; 798 int ndoors = 0;
796 799
797 doorlist = (object **) calloc (sizeof (int), 1024); 800 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 801
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 802 LayoutData layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear ();
804
800 /* allocate and copy the layout, converting C to 0. */ 805 /* allocate and copy the layout, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 806 for (i = 0; i < RP->Xsize; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 807 for (j = 0; j < RP->Ysize; j++)
805 { 808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#';
808 }
809 }
810 809
811 /* setup num_free_spots and room_free_spots */ 810 /* setup num_free_spots and room_free_spots */
812 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);
813 812
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 813 return doorlist;
820} 814}
821
822
823 815
824/* 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
825 opts doesn't say to lock/hide doors. */ 817 opts doesn't say to lock/hide doors. */
826
827void 818void
828lock_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)
829{ 820{
830 object *door; 821 object *door;
831 int i; 822 int i;
835 if (opts & DOORED) 826 if (opts & DOORED)
836 { 827 {
837 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
838 { 829 {
839 object *new_door = get_archetype ("locked_door1"); 830 object *new_door = get_archetype ("locked_door1");
840 char keybuf[1024];
841 831
842 door = doorlist[i]; 832 door = doorlist[i];
843 new_door->face = door->face; 833 new_door->face = door->face;
844 new_door->x = door->x; 834 new_door->x = door->x;
845 new_door->y = door->y; 835 new_door->y = door->y;
846 door->remove (); 836 door->remove ();
847 door->destroy (); 837 door->destroy ();
848 doorlist[i] = new_door; 838 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 839 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
851 new_door->slaying = keybuf;
852 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
853 } 842 }
854 } 843 }
855 844
856 /* 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. */
857 if (opts & HIDDEN) 846 if (opts & HIDDEN)
866 { 855 {
867 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
871 door->face = wallface->face; 861 door->face = wallface->face;
862
872 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
873 wallface->remove (); 864 wallface->remove ();
865
874 wallface->destroy (); 866 wallface->destroy ();
875 } 867 }
876 } 868 }
877 } 869 }
878} 870}

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