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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.45 by root, Mon Oct 12 14:00:58 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
10 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
11 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
12 (at your option) any later version. 11 * option) any later version.
13 12 *
14 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
20 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
22 21 *
23 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27
28
29 26
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <random_map.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
44#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
45 42
46#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 44#define PASS_DOORS 1
48 45
46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48static int
49bc_random (int x)
50{
51 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
52}
53
54static object *
55gen_key (const shstr &keycode)
56{
57 /* get a key and set its keycode */
58 object *key = archetype::get (shstr_key_random_map);
59 key->slaying = keycode;
60 return key;
61}
62
63/* places keys in the map, preferably in something alive.
64 keycode is the key's code,
65 door_flag is either PASS_DOORS or NO_PASS_DOORS.
66 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
67 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
68 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
69
70 The idea is that you call keyplace on x,y where a door is, and it'll make
71 sure a key is placed on both sides of the door.
72*/
73static int
74keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
75{
76 int i, j;
77 int kx = 0, ky = 0;
78 object *the_keymaster; /* the monster that gets the key. */
79 object *the_key = gen_key (keycode);
80
81 if (door_flag == PASS_DOORS)
82 {
83 int tries = 0;
84
85 the_keymaster = 0;
86 while (tries < 15 && !the_keymaster)
87 {
88 i = rmg_rndm (RP->Xsize - 2) + 1;
89 j = rmg_rndm (RP->Ysize - 2) + 1;
90 tries++;
91 the_keymaster = find_closest_monster (map, i, j, RP);
92 }
93
94 /* if we don't find a good keymaster, drop the key on the ground. */
95 if (!the_keymaster)
96 {
97 int freeindex;
98
99 freeindex = -1;
100 for (tries = 0; tries < 15 && freeindex == -1; tries++)
101 {
102 kx = rmg_rndm (RP->Xsize - 2) + 1;
103 ky = rmg_rndm (RP->Ysize - 2) + 1;
104 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
105 }
106
107 // can freeindex ever be < 0?
108 if (freeindex >= 0)
109 {
110 kx += freearr_x [freeindex];
111 ky += freearr_y [freeindex];
112 }
113 }
114 }
115 else
116 { /* NO_PASS_DOORS --we have to work harder. */
117 /* don't try to keyplace if we're sitting on a blocked square and
118 NO_PASS_DOORS is set. */
119 if (n_keys == 1)
120 {
121 if (wall_blocked (map, x, y))
122 {
123 the_key->destroy ();
124 return 0;
125 }
126
127 the_keymaster = find_monster_in_room (map, x, y, RP);
128 if (!the_keymaster) /* if fail, find a spot to drop the key. */
129 find_spot_in_room (map, x, y, &kx, &ky, RP);
130 }
131 else
132 {
133 int sum = 0; /* count how many keys we actually place */
134
135 /* I'm lazy, so just try to place in all 4 directions. */
136 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
140
141 if (sum < 2) /* we might have made a disconnected map-place more keys. */
142 { /* diagonally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
147 }
148
149 the_key->destroy ();
150 return 1;
151 }
152 }
153
154 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key);
156 else
157 {
158 the_key->x = kx;
159 the_key->y = ky;
160 insert_ob_in_map (the_key, map, NULL, 0);
161 }
162
163 return 1;
164}
49 165
50/* returns true if square x,y has P_NO_PASS set, which is true for walls 166/* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters. 167 * and doors but not monsters.
52 * This function is not map tile aware. 168 * This function is not map tile aware.
53 */ 169 */
54
55int 170int
56wall_blocked (maptile *m, int x, int y) 171wall_blocked (maptile *m, int x, int y)
57{ 172{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 173 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 174 return 1;
175
176 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 178}
65 179
66/* place treasures in the map, given the 180/* place treasures in the map, given the
67map, (required) 181map, (required)
68layout, (required) 182layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 183treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 184treasureoptions (may be 0 for random choices or positive)
71*/ 185*/
72
73void 186void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 187place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 188{
76 char styledirname[1024]; 189 char styledirname[1024];
77 char stylefilepath[1024]; 190 char stylefilepath[1024];
80 193
81 /* bail out if treasure isn't wanted. */ 194 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 195 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
84 return; 197 return;
198
85 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 201
88 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 204 {
91 if (RANDOM () % 2) 205 if (rmg_rndm (2))
92 treasureoptions -= 1; 206 treasureoptions -= 1;
93 else 207 else
94 treasureoptions -= 2; 208 treasureoptions -= 2;
95 } 209 }
96 210
97 /* pick the number of treasures */ 211 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 213 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH) 214 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 215 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else 216 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
104 218
105 if (num_treasures <= 0) 219 if (num_treasures <= 0)
106 return; 220 return;
107 221
108 /* get the style map */ 222 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 223 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 225 style_map = find_style (styledirname, treasure_style, -1);
112 226
227 if (!style_map)
228 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
230 return;
231 }
232
113 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
115 { 235 {
116
117 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
119 { 238 {
120 case LAYOUT_ONION: 239 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 240 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 248 for (j = 0; j < RP->Ysize; j++)
130 { 249 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 251 {
133 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 253 object *chest;
136 254
137 if (tdiv == 3) 255 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
139 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 259 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
260
141 if (!chest) 261 if (!chest)
142 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
263
143 if (treasureoptions & (DOORED | HIDDEN)) 264 if (treasureoptions & (DOORED | HIDDEN))
144 { 265 {
145 doorlist = find_doors_in_room (map, i, j, RP); 266 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 268 free (doorlist);
148 } 269 }
149 } 270 }
150 } 271 }
151 } 272 }
152 break; 273 break;
153 } 274 }
275
154 default: 276 default:
155 { 277 {
156 int i, j, tries; 278 int i, j, tries;
157 object *chest; 279 object *chest;
158 object **doorlist; 280 object **doorlist;
159 281
160 i = j = -1; 282 i = j = -1;
161 tries = 0; 283 tries = 0;
162 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
163 { 285 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
167 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
168 i = -1; 291 i = -1;
292
169 tries++; 293 tries++;
170 } 294 }
295
171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 296 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
297
172 if (!chest) 298 if (!chest)
173 return; 299 return;
300
174 i = chest->x; 301 i = chest->x;
175 j = chest->y; 302 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
177 { 304 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
187 int ti, i, j; 314 int ti, i, j;
188 315
189 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
190 { 317 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 321 }
195 } 322 }
196} 323}
197 324
198/* put a chest into the map, near x and y, with the treasure style 325/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 326 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 327 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object * 328object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 330{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 332
210 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 334 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 335 if (i == -1)
213 { 336 {
214 the_chest->destroy (); 337 the_chest->destroy ();
215 return NULL; 338 return NULL;
216 } 339 }
340
217 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
219 343
220 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
222 return 0; 346 return 0;
223 347
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 355
232 if (tlist != NULL) 356 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 358 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 360
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 362 }
239 else 363 else
240 { /* use the style map */ 364 { /* use the style map */
241 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
243 } 367 }
244#endif 368#endif
245 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
247 371
248 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
250 } 374 }
251 375
252 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
254 { 378 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 380
258 if (trap_map) 381 if (trap_map)
259 { 382 {
260 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
261 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
263 if (the_trap) 388 if (the_trap)
264 { 389 {
265 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 391
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 392 new_trap->x = x;
270 new_trap->y = y; 393 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
272 } 395 }
273 } 396 }
274 } 397 }
275 398
276 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 400 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 403 {
282 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
283
284 sprintf (keybuf, "%d", (int) RANDOM ());
285 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 406 }
288 407
289 /* actually place the chest. */ 408 /* actually place the chest. */
290 the_chest->x = xl; 409 the_chest->x = xl;
291 the_chest->y = yl; 410 the_chest->y = yl;
320 } 439 }
321 } 440 }
322 return NULL; 441 return NULL;
323} 442}
324 443
325
326
327/* places keys in the map, preferably in something alive.
328 keycode is the key's code,
329 door_flag is either PASS_DOORS or NO_PASS_DOORS.
330 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
331 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333
334 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door.
336*/
337
338int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{
341 int i, j;
342 int kx, ky;
343 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345
346 /* get a key and set its keycode */
347 the_key = get_archetype ("key2");
348 the_key->slaying = keycode;
349
350 if (door_flag == PASS_DOORS)
351 {
352 int tries = 0;
353
354 the_keymaster = NULL;
355 while (tries < 15 && the_keymaster == NULL)
356 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP);
361 }
362 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL)
364 {
365 int freeindex;
366
367 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky);
373 }
374 if (freeindex != -1)
375 {
376 kx += freearr_x[freeindex];
377 ky += freearr_y[freeindex];
378 }
379 }
380 }
381 else
382 { /* NO_PASS_DOORS --we have to work harder. */
383 /* don't try to keyplace if we're sitting on a blocked square and
384 NO_PASS_DOORS is set. */
385 if (n_keys == 1)
386 {
387 if (wall_blocked (map, x, y))
388 return 0;
389 the_keymaster = find_monster_in_room (map, x, y, RP);
390 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 }
393 else
394 {
395 int sum = 0; /* count how many keys we actually place */
396
397 /* I'm lazy, so just try to place in all 4 directions. */
398 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagnoally 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 return 1;
410 }
411 }
412
413 if (the_keymaster == NULL)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423}
424
425
426
427/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
428 445
429object *theMonsterToFind; 446object *theMonsterToFind;
430 447
431/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
463 return theMonsterToFind; 480 return theMonsterToFind;
464 } 481 }
465 } 482 }
466 483
467 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
468 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
469 { 486 {
470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
471 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 489 return theMonsterToFind;
473 } 490 }
491
474 return theMonsterToFind; 492 return theMonsterToFind;
475} 493}
476
477 494
478/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
479 real work. */ 496 real work. */
480
481object * 497object *
482find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
483{ 499{
484 char **layout2; 500 Layout layout2 (RP);
485 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
486 509
487 theMonsterToFind = 0; 510 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 512
501 /* deallocate the temp. layout */ 513 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 514
508 return theMonsterToFind; 515 return theMonsterToFind;
509} 516}
510
511
512
513 517
514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
515int *room_free_spots_x; 519int *room_free_spots_x;
516int *room_free_spots_y; 520int *room_free_spots_y;
517int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
518 522
519/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
520a datastructure of free points is set up, and a position chosen from 524a datastructure of free points is set up, and a position chosen from
521that datastructure. */ 525that datastructure. */
522
523void 526void
524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
525{ 528{
526 int i, j; 529 int i, j;
527 530
538 /* check off this point */ 541 /* check off this point */
539 layout[x][y] = 1; 542 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
543 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
544 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
545 {
546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
547 }
548 550
549} 551}
550 552
551/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
552void 554void
563 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
565 { 567 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
571 }
572 } 572 }
573 573
574 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
576 576
577 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
578 { 578 {
579 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
582 } 582 }
583 583
584 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 586 free (layout2[i]);
588 } 587
589 free (layout2); 588 free (layout2);
590 free (room_free_spots_x); 589 free (room_free_spots_x);
591 free (room_free_spots_y); 590 free (room_free_spots_y);
592} 591}
593 592
594 593
595/* searches the map for a spot with walls around it. The more 594/* searches the map for a spot with walls around it. The more
596 walls the better, but it'll settle for 1 wall, or even 0, but 595 walls the better, but it'll settle for 1 wall, or even 0, but
597 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
598
599void 597void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
601{ 599{
602 int x, y; 600 int x, y;
603 int i; 601 int i;
654 *cy = ly; 652 *cy = ly;
655 return; 653 return;
656 } 654 }
657 } 655 }
658 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
659 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
660 if (i != -1 && i <= SIZEOFFREE1) 658
659 if (i != -1)
661 { 660 {
662 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
664 return; 663 }
664 else
665 } 665 {
666 /* indicate failure */ 666 /* indicate failure */
667 *cx = -1;
667 *cx = *cy = -1; 668 *cy = -1;
669 }
668} 670}
669
670 671
671void 672void
672remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
673{ 674{
674 object *tmp; 675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
675
676 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 676 {
679 if (tmp->head) 677 object *next = tmp->above;
680 tmp = tmp->head; 678
681 tmp->remove (); 679 if (tmp->flag [FLAG_ALIVE])
682 tmp->destroy (); 680 tmp->head_ ()->destroy ();
683 tmp = GET_MAP_OB (map, x, y); 681
684 if (tmp == NULL) 682 tmp = next;
685 break;
686 }; 683 }
687} 684}
688
689 685
690/* surrounds the point x,y by doors, so as to enclose something, like 686/* surrounds the point x,y by doors, so as to enclose something, like
691 a chest. It only goes as far as the 8 squares surrounding, and 687 a chest. It only goes as far as the 8 squares surrounding, and
692 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
693
694object ** 689object **
695surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
696{ 691{
697 int i; 692 int i;
698 char *doors[2]; 693 const char *doors[2];
699 object **doorlist; 694 object **doorlist;
700 int ndoors_made = 0; 695 int ndoors_made = 0;
701 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
702 697
703 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
715 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 711 for (i = 1; i < 9; i++)
717 { 712 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 714
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
722 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
723 720 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 721 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 722 ndoors_made++;
730 } 723 }
731 } 724 }
725
732 return doorlist; 726 return doorlist;
733} 727}
734 728
735 729
736/* returns the first door in this square, or NULL if there isn't a door. */ 730/* returns the first door in this square, or NULL if there isn't a door. */
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 738 return tmp;
745 return NULL; 739 return NULL;
746} 740}
747
748 741
749/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
750void 743void
751find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
752{ 745{
767 layout[x][y] = 1; 760 layout[x][y] = 1;
768 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
769 if (door) 762 if (door)
770 { 763 {
771 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
772 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
773 { 767 {
774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
775 return; 769 return;
776 } 770 }
779 } 773 }
780 } 774 }
781 else 775 else
782 { 776 {
783 layout[x][y] = 1; 777 layout[x][y] = 1;
778
784 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
787 } 784 }
788} 785}
789 786
790/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
791object ** 788object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
793{ 790{
794 char **layout2;
795 object **doorlist;
796 int i, j; 791 int i, j;
797 int ndoors = 0; 792 int ndoors = 0;
798 793
799 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 795
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
802 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
807 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#';
810 }
811 }
812 803
813 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
815 806
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist; 807 return doorlist;
822} 808}
823
824
825 809
826/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
827 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
828
829void 812void
830lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
831{ 814{
832 object *door; 815 object *door;
833 int i; 816 int i;
834 817
835 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
836 819
837 if (opts & DOORED) 820 if (opts & DOORED)
838 { 821 {
839 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
840 { 823 {
841 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
842 char keybuf[1024];
843 825
844 door = doorlist[i]; 826 door = doorlist[i];
845 new_door->face = door->face; 827 new_door->face = door->face;
846 new_door->x = door->x; 828 new_door->x = door->x;
847 new_door->y = door->y; 829 new_door->y = door->y;
848 door->remove ();
849 door->destroy (); 830 door->destroy ();
850 doorlist[i] = new_door; 831 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
853 new_door->slaying = keybuf;
854 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
855 } 835 }
856 } 836 }
857 837
858 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
859 if (opts & HIDDEN) 839 if (opts & HIDDEN)
868 { 848 {
869 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
872 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
873 door->face = wallface->face; 854 door->face = wallface->face;
874 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
875 wallface->remove ();
876 wallface->destroy (); 856 wallface->destroy ();
877 } 857 }
878 } 858 }
879 } 859 }
880} 860}

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