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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC vs.
Revision 1.44 by root, Mon Sep 29 10:32:50 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_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
139
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 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}
46 164
47/* 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
48 * and doors but not monsters. 166 * and doors but not monsters.
49 * This function is not map tile aware. 167 * This function is not map tile aware.
50 */ 168 */
52wall_blocked (maptile *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
53{ 171{
54 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 173 return 1;
56 174
175 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 177}
60 178
61/* place treasures in the map, given the 179/* place treasures in the map, given the
62map, (required) 180map, (required)
63layout, (required) 181layout, (required)
76 if (treasure_style) 194 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
78 return; 196 return;
79 197
80 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 200
83 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 203 {
86 if (rndm (2)) 204 if (rmg_rndm (2))
87 treasureoptions -= 1; 205 treasureoptions -= 1;
88 else 206 else
89 treasureoptions -= 2; 207 treasureoptions -= 2;
90 } 208 }
91 209
92 /* pick the number of treasures */ 210 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
96 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);
97 else 215 else
98 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);
99 217
100 if (num_treasures <= 0) 218 if (num_treasures <= 0)
101 return; 219 return;
102 220
103 /* get the style map */ 221 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
107 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
108 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
110 { 234 {
111
112 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
113 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
114 { 237 {
115 case LAYOUT_ONION: 238 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL: 239 case LAYOUT_SPIRAL:
124 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
125 { 248 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 { 250 {
128 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 252 object *chest;
131 253
132 if (tdiv == 3) 254 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
134 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
135 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
136 if (!chest) 260 if (!chest)
137 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
138 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
139 { 264 {
140 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 267 free (doorlist);
143 } 268 }
144 } 269 }
145 } 270 }
146 } 271 }
147 break; 272 break;
148 } 273 }
274
149 default: 275 default:
150 { 276 {
151 int i, j, tries; 277 int i, j, tries;
152 object *chest; 278 object *chest;
153 object **doorlist; 279 object **doorlist;
154 280
155 i = j = -1; 281 i = j = -1;
156 tries = 0; 282 tries = 0;
157 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
158 { 284 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
162 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
163 i = -1; 290 i = -1;
291
164 tries++; 292 tries++;
165 } 293 }
294
166 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
167 if (!chest) 297 if (!chest)
168 return; 298 return;
299
169 i = chest->x; 300 i = chest->x;
170 j = chest->y; 301 j = chest->y;
171 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
172 { 303 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
181 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
182 int ti, i, j; 313 int ti, i, j;
183 314
184 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
185 { 316 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 320 }
190 } 321 }
191} 322}
192 323
193/* 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
194 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,
195 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 */
196
197object * 327object *
198place_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)
199{ 329{
200 object *the_chest;
201 int i, xl, yl;
202
203 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
204 331
205 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
206 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
207 if (i == -1) 334 if (i == -1)
208 { 335 {
209 the_chest->destroy (); 336 the_chest->destroy ();
210 return NULL; 337 return NULL;
211 } 338 }
212 339
213 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
214 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
215 342
216 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
217 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
218 return 0; 345 return 0;
219 346
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 354
228 if (tlist != NULL) 355 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 357 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
232 359
233 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);
234 } 361 }
235 else 362 else
236 { /* use the style map */ 363 { /* use the style map */
237 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
239 } 366 }
240#endif 367#endif
241 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
243 370
244 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
246 } 373 }
247 374
248 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
249 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
250 { 377 {
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
252 object *the_trap;
253 379
254 if (trap_map) 380 if (trap_map)
255 { 381 {
256 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
257 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
259 if (the_trap) 387 if (the_trap)
260 { 388 {
261 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
262 390
263 new_trap = arch_to_object (the_trap->arch);
264 new_trap->copy_to (the_trap);
265 new_trap->x = x; 391 new_trap->x = x;
266 new_trap->y = y; 392 new_trap->y = y;
267 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
268 } 394 }
269 } 395 }
270 } 396 }
271 397
272 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
273 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
274 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 402 {
278 char keybuf[1024]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
279
280 sprintf (keybuf, "%d", (int) RANDOM ());
281 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
283 } 405 }
284 406
285 /* actually place the chest. */ 407 /* actually place the chest. */
286 the_chest->x = xl; 408 the_chest->x = xl;
287 the_chest->y = yl; 409 the_chest->y = yl;
316 } 438 }
317 } 439 }
318 return NULL; 440 return NULL;
319} 441}
320 442
321
322
323/* places keys in the map, preferably in something alive.
324 keycode is the key's code,
325 door_flag is either PASS_DOORS or NO_PASS_DOORS.
326 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
327 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
329
330 The idea is that you call keyplace on x,y where a door is, and it'll make
331 sure a key is placed on both sides of the door.
332*/
333int
334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
335{
336 int i, j;
337 int kx = 0, ky = 0;
338 object *the_keymaster; /* the monster that gets the key. */
339 object *the_key;
340
341 /* get a key and set its keycode */
342 the_key = get_archetype ("key2");
343 the_key->slaying = keycode;
344
345 if (door_flag == PASS_DOORS)
346 {
347 int tries = 0;
348
349 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster)
351 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
354 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP);
356 }
357
358 /* if we don't find a good keymaster, drop the key on the ground. */
359 if (!the_keymaster)
360 {
361 int freeindex;
362
363 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
369 }
370
371 // can freeindex ever be < 0?
372 if (freeindex >= 0)
373 {
374 kx += freearr_x [freeindex];
375 ky += freearr_y [freeindex];
376 }
377 }
378 }
379 else
380 { /* NO_PASS_DOORS --we have to work harder. */
381 /* don't try to keyplace if we're sitting on a blocked square and
382 NO_PASS_DOORS is set. */
383 if (n_keys == 1)
384 {
385 if (wall_blocked (map, x, y))
386 return 0;
387
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagonally this time. */
404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 }
409
410 return 1;
411 }
412 }
413
414 if (!the_keymaster)
415 {
416 the_key->x = kx;
417 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1;
420 }
421
422 insert_ob_in_ob (the_key, the_keymaster);
423 return 1;
424}
425
426
427
428/* 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. */
429 444
430object *theMonsterToFind; 445object *theMonsterToFind;
431 446
432/* 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.
464 return theMonsterToFind; 479 return theMonsterToFind;
465 } 480 }
466 } 481 }
467 482
468 /* 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 */
469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
470 { 485 {
471 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);
472 if (theMonsterToFind != NULL) 487 if (theMonsterToFind != NULL)
473 return theMonsterToFind; 488 return theMonsterToFind;
474 } 489 }
490
475 return theMonsterToFind; 491 return theMonsterToFind;
476} 492}
477
478 493
479/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
480 real work. */ 495 real work. */
481
482object * 496object *
483find_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)
484{ 498{
485 char **layout2; 499 Layout layout2 (RP);
486 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] = '#';
487 508
488 theMonsterToFind = 0; 509 theMonsterToFind = 0;
489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
490 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++)
492 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
499 }
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
501 511
502 /* deallocate the temp. layout */ 512 layout2.free ();
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]);
506 }
507 free (layout2);
508 513
509 return theMonsterToFind; 514 return theMonsterToFind;
510} 515}
511 516
512/* 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 */
537 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
538 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
539 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
540 545
541 /* 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 */
542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 547 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
543 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);
544 549
545} 550}
546 551
547/* 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. */
568 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
570 575
571 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
572 { 577 {
573 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
574 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
576 } 581 }
577 582
578 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
646 *cy = ly; 651 *cy = ly;
647 return; 652 return;
648 } 653 }
649 } 654 }
650 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
651 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);
652 657
653 if (i != -1) 658 if (i != -1)
654 { 659 {
655 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
664} 669}
665 670
666void 671void
667remove_monsters (int x, int y, maptile *map) 672remove_monsters (int x, int y, maptile *map)
668{ 673{
669 object *tmp;
670
671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 674 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 675 {
674 if (tmp->head) 676 object *next = tmp->above;
675 tmp = tmp->head; 677
676 tmp->remove (); 678 if (tmp->flag [FLAG_ALIVE])
677 tmp->destroy (); 679 tmp->head_ ()->destroy ();
678 tmp = GET_MAP_OB (map, x, y); 680
679 if (tmp == NULL) 681 tmp = next;
680 break;
681 }; 682 }
682} 683}
683 684
684/* 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
685 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
686 it'll remove any monsters it finds.*/ 687 it'll remove any monsters it finds.*/
687object ** 688object **
688surround_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)
689{ 690{
690 int i; 691 int i;
691 char *doors[2]; 692 const char *doors[2];
692 object **doorlist; 693 object **doorlist;
693 int ndoors_made = 0; 694 int ndoors_made = 0;
694 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 */
695 696
696 /* 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 */
734 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)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 737 return tmp;
737 return NULL; 738 return NULL;
738} 739}
739
740 740
741/* the workhorse routine, which finds the doors in a room */ 741/* the workhorse routine, which finds the doors in a room */
742void 742void
743find_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)
744{ 744{
759 layout[x][y] = 1; 759 layout[x][y] = 1;
760 door = door_in_square (map, x, y); 760 door = door_in_square (map, x, y);
761 if (door) 761 if (door)
762 { 762 {
763 doorlist[*ndoors] = door; 763 doorlist[*ndoors] = door;
764
764 if (*ndoors > 1022) /* eek! out of memory */ 765 if (*ndoors > 1022) /* eek! out of memory */
765 { 766 {
766 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");
767 return; 768 return;
768 } 769 }
771 } 772 }
772 } 773 }
773 else 774 else
774 { 775 {
775 layout[x][y] = 1; 776 layout[x][y] = 1;
777
776 /* 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 */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 779 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 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);
779 } 783 }
780} 784}
781 785
782/* 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. */
783object ** 787object **
784find_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)
785{ 789{
786 char **layout2;
787 object **doorlist;
788 int i, j; 790 int i, j;
789 int ndoors = 0; 791 int ndoors = 0;
790 792
791 doorlist = (object **) calloc (sizeof (int), 1024); 793 object **doorlist = (object **)calloc (sizeof (int), 1024);
792 794
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 795 LayoutData layout2 (RP->Xsize, RP->Ysize);
796 layout2.clear ();
797
794 /* allocate and copy the layout, converting C to 0. */ 798 /* allocate and copy the layout, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 799 for (i = 0; i < RP->Xsize; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 800 for (j = 0; j < RP->Ysize; j++)
799 { 801 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
803 }
804 802
805 /* setup num_free_spots and room_free_spots */ 803 /* setup num_free_spots and room_free_spots */
806 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);
807 805
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 806 return doorlist;
814} 807}
815
816
817 808
818/* 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
819 opts doesn't say to lock/hide doors. */ 810 opts doesn't say to lock/hide doors. */
820
821void 811void
822lock_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)
823{ 813{
824 object *door; 814 object *door;
825 int i; 815 int i;
826 816
827 /* lock the doors and hide the keys. */ 817 /* lock the doors and hide the keys. */
828 818
829 if (opts & DOORED) 819 if (opts & DOORED)
830 { 820 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 821 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
832 { 822 {
833 object *new_door = get_archetype ("locked_door1"); 823 object *new_door = get_archetype (shstr_locked_door1);
834 char keybuf[1024];
835 824
836 door = doorlist[i]; 825 door = doorlist[i];
837 new_door->face = door->face; 826 new_door->face = door->face;
838 new_door->x = door->x; 827 new_door->x = door->x;
839 new_door->y = door->y; 828 new_door->y = door->y;
840 door->remove ();
841 door->destroy (); 829 door->destroy ();
842 doorlist[i] = new_door; 830 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 831 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 832 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
845 new_door->slaying = keybuf;
846 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);
847 } 834 }
848 } 835 }
849 836
850 /* 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. */
851 if (opts & HIDDEN) 838 if (opts & HIDDEN)
860 { 847 {
861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 848 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 850 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
852
865 door->face = wallface->face; 853 door->face = wallface->face;
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 854
867 wallface->remove ();
868 wallface->destroy (); 855 wallface->destroy ();
869 } 856 }
870 } 857 }
871 } 858 }
872} 859}

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