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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.43 by root, Mon Sep 29 09:04:51 2008 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
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.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen
31 *
32 * This program is free software; you can redistribute it and/or modify
33 * it under the terms of the GNU General Public License as published by
34 * the Free Software Foundation; either version 2 of the License, or
35 * (at your option) any later version. 11 * (at your option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 * 20 *
46 * 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>
47 */ 22 */
48>>>>>>> 1.18
49 23
50/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
51 25
52#include <global.h> 26#include <global.h>
53#include <random_map.h> 27#include <random_map.h>
66#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 */
67 41
68#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 43#define PASS_DOORS 1
70 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 (true);
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 (true);
149 return 1;
150 }
151 }
152
153 if (the_keymaster)
154 the_keymaster->head_ ()->insert (the_key);
155 else
156 {
157 the_key->x = kx;
158 the_key->y = ky;
159 insert_ob_in_map (the_key, map, NULL, 0);
160 }
161
162 return 1;
163}
71 164
72/* returns true if square x,y has P_NO_PASS set, which is true for walls 165/* returns true if square x,y has P_NO_PASS set, which is true for walls
73 * and doors but not monsters. 166 * and doors but not monsters.
74 * This function is not map tile aware. 167 * This function is not map tile aware.
75 */ 168 */
77wall_blocked (maptile *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
78{ 171{
79 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 173 return 1;
81 174
175 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 177}
85 178
86/* place treasures in the map, given the 179/* place treasures in the map, given the
87map, (required) 180map, (required)
88layout, (required) 181layout, (required)
99 192
100 /* bail out if treasure isn't wanted. */ 193 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 194 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
103 return; 196 return;
197
104 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
106 200
107 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 203 {
110 if (RANDOM () % 2) 204 if (rmg_rndm (2))
111 treasureoptions -= 1; 205 treasureoptions -= 1;
112 else 206 else
113 treasureoptions -= 2; 207 treasureoptions -= 2;
114 } 208 }
115 209
116 /* pick the number of treasures */ 210 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
118 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 212 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
119 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
120 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 214 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
121 else 215 else
122 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 216 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
123 217
124 if (num_treasures <= 0) 218 if (num_treasures <= 0)
125 return; 219 return;
126 220
127 /* get the style map */ 221 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
131 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
132 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
134 { 234 {
135
136 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
138 { 237 {
139 case LAYOUT_ONION: 238 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 239 case LAYOUT_SPIRAL:
148 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
149 { 248 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 { 250 {
152 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 252 object *chest;
155 253
156 if (tdiv == 3) 254 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
158 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
159 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 258 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
259
160 if (!chest) 260 if (!chest)
161 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
162 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
163 { 264 {
164 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 267 free (doorlist);
167 } 268 }
168 } 269 }
169 } 270 }
170 } 271 }
171 break; 272 break;
172 } 273 }
274
173 default: 275 default:
174 { 276 {
175 int i, j, tries; 277 int i, j, tries;
176 object *chest; 278 object *chest;
177 object **doorlist; 279 object **doorlist;
178 280
179 i = j = -1; 281 i = j = -1;
180 tries = 0; 282 tries = 0;
181 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
182 { 284 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
186 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
187 i = -1; 290 i = -1;
291
188 tries++; 292 tries++;
189 } 293 }
294
190 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 295 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
296
191 if (!chest) 297 if (!chest)
192 return; 298 return;
299
193 i = chest->x; 300 i = chest->x;
194 j = chest->y; 301 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
196 { 303 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
205 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
206 int ti, i, j; 313 int ti, i, j;
207 314
208 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
209 { 316 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 320 }
214 } 321 }
215} 322}
216 323
217/* put a chest into the map, near x and y, with the treasure style 324/* put a chest into the map, near x and y, with the treasure style
218 determined (may be null, or may be a treasure list from lib/treasures, 325 determined (may be null, or may be a treasure list from lib/treasures,
219 if the global variable "treasurestyle" is set to that treasure list's name */ 326 if the global variable "treasurestyle" is set to that treasure list's name */
220
221object * 327object *
222place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
223{ 329{
224 object *the_chest;
225 int i, xl, yl;
226
227 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
228 331
229 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
230 i = find_first_free_spot (the_chest, map, x, y); 333 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
231 if (i == -1) 334 if (i == -1)
232 { 335 {
233 the_chest->destroy (); 336 the_chest->destroy (true);
234 return NULL; 337 return NULL;
235 } 338 }
236 339
237 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
238 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
239 342
240 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
241 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
242 return 0; 345 return 0;
243 346
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 354
252 if (tlist != NULL) 355 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 357 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
256 359
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
258 } 361 }
259 else 362 else
260 { /* use the style map */ 363 { /* use the style map */
261 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
263 } 366 }
264#endif 367#endif
265 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
267 370
268 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
270 } 373 }
271 374
272 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
273 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
274 { 377 {
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap;
277 379
278 if (trap_map) 380 if (trap_map)
279 { 381 {
280 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
281 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
283 if (the_trap) 387 if (the_trap)
284 { 388 {
285 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
286 390
287 new_trap = arch_to_object (the_trap->arch);
288 new_trap->copy_to (the_trap);
289 new_trap->x = x; 391 new_trap->x = x;
290 new_trap->y = y; 392 new_trap->y = y;
291 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
292 } 394 }
293 } 395 }
294 } 396 }
295 397
296 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
297 the lockcode. It's not worth bothering to lock the chest if 399 the lockcode. It's not worth bothering to lock the chest if
298 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 402 {
302 char keybuf[1024]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
303
304 sprintf (keybuf, "%d", (int) RANDOM ());
305 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
307 } 405 }
308 406
309 /* actually place the chest. */ 407 /* actually place the chest. */
310 the_chest->x = xl; 408 the_chest->x = xl;
311 the_chest->y = yl; 409 the_chest->y = yl;
340 } 438 }
341 } 439 }
342 return NULL; 440 return NULL;
343} 441}
344 442
345
346
347/* places keys in the map, preferably in something alive.
348 keycode is the key's code,
349 door_flag is either PASS_DOORS or NO_PASS_DOORS.
350 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
351 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
353
354 The idea is that you call keyplace on x,y where a door is, and it'll make
355 sure a key is placed on both sides of the door.
356*/
357int
358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
359{
360 int i, j;
361 int kx = 0, ky = 0;
362 object *the_keymaster; /* the monster that gets the key. */
363 object *the_key;
364
365 /* get a key and set its keycode */
366 the_key = get_archetype ("key2");
367 the_key->slaying = keycode;
368
369 if (door_flag == PASS_DOORS)
370 {
371 int tries = 0;
372
373 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster)
375 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
378 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP);
380 }
381
382 /* if we don't find a good keymaster, drop the key on the ground. */
383 if (!the_keymaster)
384 {
385 int freeindex;
386
387 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 }
394
395 // can freeindex ever be < 0?
396 if (freeindex >= 0)
397 {
398 kx += freearr_x [freeindex];
399 ky += freearr_y [freeindex];
400 }
401 }
402 }
403 else
404 { /* NO_PASS_DOORS --we have to work harder. */
405 /* don't try to keyplace if we're sitting on a blocked square and
406 NO_PASS_DOORS is set. */
407 if (n_keys == 1)
408 {
409 if (wall_blocked (map, x, y))
410 return 0;
411
412 the_keymaster = find_monster_in_room (map, x, y, RP);
413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
414 find_spot_in_room (map, x, y, &kx, &ky, RP);
415 }
416 else
417 {
418 int sum = 0; /* count how many keys we actually place */
419
420 /* I'm lazy, so just try to place in all 4 directions. */
421 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
422 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
427 { /* diagonally this time. */
428 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
429 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
430 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
432 }
433
434 return 1;
435 }
436 }
437
438 if (!the_keymaster)
439 {
440 the_key->x = kx;
441 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1;
444 }
445
446 insert_ob_in_ob (the_key, the_keymaster);
447 return 1;
448}
449
450
451
452/* both find_monster_in_room routines need to have access to this. */ 443/* both find_monster_in_room routines need to have access to this. */
453 444
454object *theMonsterToFind; 445object *theMonsterToFind;
455 446
456/* a recursive routine which will return a monster, eventually,if there is one. 447/* a recursive routine which will return a monster, eventually,if there is one.
488 return theMonsterToFind; 479 return theMonsterToFind;
489 } 480 }
490 } 481 }
491 482
492 /* now search all the 8 squares around recursively for a monster,in random order */ 483 /* now search all the 8 squares around recursively for a monster,in random order */
493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 485 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 486 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
496 if (theMonsterToFind != NULL) 487 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 488 return theMonsterToFind;
498 } 489 }
490
499 return theMonsterToFind; 491 return theMonsterToFind;
500} 492}
501
502 493
503/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
504 real work. */ 495 real work. */
505
506object * 496object *
507find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
508{ 498{
509 char **layout2; 499 Layout layout2 (RP);
510 int i, j; 500
501 layout2->clear ();
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++)
505 for (int j = 0; j < layout2->h; j++)
506 if (wall_blocked (map, i, j))
507 layout2[i][j] = '#';
511 508
512 theMonsterToFind = 0; 509 theMonsterToFind = 0;
513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
514 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
523 }
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 511
526 /* deallocate the temp. layout */ 512 layout2.free ();
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532 513
533 return theMonsterToFind; 514 return theMonsterToFind;
534} 515}
535 516
536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
561 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
564 545
565 /* now search all the 8 squares around recursively for free spots,in random order */ 546 /* now search all the 8 squares around recursively for free spots,in random order */
566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 547 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 549
569} 550}
570 551
571/* find a random non-blocked spot in this room to drop a key. */ 552/* find a random non-blocked spot in this room to drop a key. */
592 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
594 575
595 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
596 { 577 {
597 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
600 } 581 }
601 582
602 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
670 *cy = ly; 651 *cy = ly;
671 return; 652 return;
672 } 653 }
673 } 654 }
674 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
676 657
677 if (i != -1) 658 if (i != -1)
678 { 659 {
679 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
685 *cx = -1; 666 *cx = -1;
686 *cy = -1; 667 *cy = -1;
687 } 668 }
688} 669}
689 670
690
691void 671void
692remove_monsters (int x, int y, maptile *map) 672remove_monsters (int x, int y, maptile *map)
693{ 673{
694 object *tmp; 674 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
695
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 675 {
699 if (tmp->head) 676 object *next = tmp->above;
700 tmp = tmp->head; 677
701 tmp->remove (); 678 if (tmp->flag [FLAG_ALIVE])
702 tmp->destroy (); 679 tmp->head_ ()->destroy (true);
703 tmp = GET_MAP_OB (map, x, y); 680
704 if (tmp == NULL) 681 tmp = next;
705 break;
706 }; 682 }
707} 683}
708
709 684
710/* surrounds the point x,y by doors, so as to enclose something, like 685/* surrounds the point x,y by doors, so as to enclose something, like
711 a chest. It only goes as far as the 8 squares surrounding, and 686 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 687 it'll remove any monsters it finds.*/
713
714object ** 688object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 689surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{ 690{
717 int i; 691 int i;
718 char *doors[2]; 692 const char *doors[2];
719 object **doorlist; 693 object **doorlist;
720 int ndoors_made = 0; 694 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 695 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 696
723 /* this is a list we pick from, for horizontal and vertical doors */ 697 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 709 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 710 for (i = 1; i < 9; i++)
737 { 711 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 712 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 713
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 714 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 715 { /* place a door */
716 remove_monsters (x1, y1, map);
717
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 718 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 719 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 720 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 721 ndoors_made++;
750 } 722 }
751 } 723 }
724
752 return doorlist; 725 return doorlist;
753} 726}
754 727
755 728
756/* returns the first door in this square, or NULL if there isn't a door. */ 729/* returns the first door in this square, or NULL if there isn't a door. */
762 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 737 return tmp;
765 return NULL; 738 return NULL;
766} 739}
767
768 740
769/* the workhorse routine, which finds the doors in a room */ 741/* the workhorse routine, which finds the doors in a room */
770void 742void
771find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
772{ 744{
787 layout[x][y] = 1; 759 layout[x][y] = 1;
788 door = door_in_square (map, x, y); 760 door = door_in_square (map, x, y);
789 if (door) 761 if (door)
790 { 762 {
791 doorlist[*ndoors] = door; 763 doorlist[*ndoors] = door;
764
792 if (*ndoors > 1022) /* eek! out of memory */ 765 if (*ndoors > 1022) /* eek! out of memory */
793 { 766 {
794 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 767 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
795 return; 768 return;
796 } 769 }
799 } 772 }
800 } 773 }
801 else 774 else
802 { 775 {
803 layout[x][y] = 1; 776 layout[x][y] = 1;
777
804 /* now search all the 8 squares around recursively for free spots,in random order */ 778 /* now search all the 8 squares around recursively for free spots,in random order */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 779 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 780 find_doors_in_room_recursive (layout, map,
781 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
782 doorlist, ndoors, RP);
807 } 783 }
808} 784}
809 785
810/* find a random non-blocked spot in this room to drop a key. */ 786/* find a random non-blocked spot in this room to drop a key. */
811object ** 787object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 788find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
813{ 789{
814 char **layout2;
815 object **doorlist;
816 int i, j; 790 int i, j;
817 int ndoors = 0; 791 int ndoors = 0;
818 792
819 doorlist = (object **) calloc (sizeof (int), 1024); 793 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 794
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 795 LayoutData layout2 (RP->Xsize, RP->Ysize);
796 layout2.clear ();
797
822 /* allocate and copy the layout, converting C to 0. */ 798 /* allocate and copy the layout, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 799 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 800 for (j = 0; j < RP->Ysize; j++)
827 { 801 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 802
833 /* setup num_free_spots and room_free_spots */ 803 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 804 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
835 805
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 806 return doorlist;
842} 807}
843
844
845 808
846/* locks and/or hides all the doors in doorlist, or does nothing if 809/* locks and/or hides all the doors in doorlist, or does nothing if
847 opts doesn't say to lock/hide doors. */ 810 opts doesn't say to lock/hide doors. */
848
849void 811void
850lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 812lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
851{ 813{
852 object *door; 814 object *door;
853 int i; 815 int i;
854 816
855 /* lock the doors and hide the keys. */ 817 /* lock the doors and hide the keys. */
856 818
857 if (opts & DOORED) 819 if (opts & DOORED)
858 { 820 {
859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 821 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
860 { 822 {
861 object *new_door = get_archetype ("locked_door1"); 823 object *new_door = get_archetype (shstr_locked_door1);
862 char keybuf[1024];
863 824
864 door = doorlist[i]; 825 door = doorlist[i];
865 new_door->face = door->face; 826 new_door->face = door->face;
866 new_door->x = door->x; 827 new_door->x = door->x;
867 new_door->y = door->y; 828 new_door->y = door->y;
868 door->remove ();
869 door->destroy (); 829 door->destroy (true);
870 doorlist[i] = new_door; 830 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 831 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 832 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
873 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 833 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
875 } 834 }
876 } 835 }
877 836
878 /* change the faces of the doors and surrounding walls to hide them. */ 837 /* change the faces of the doors and surrounding walls to hide them. */
879 if (opts & HIDDEN) 838 if (opts & HIDDEN)
888 { 847 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 848 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 850 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
852
893 door->face = wallface->face; 853 door->face = wallface->face;
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 854
895 wallface->remove ();
896 wallface->destroy (); 855 wallface->destroy (true);
897 } 856 }
898 } 857 }
899 } 858 }
900} 859}

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