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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.10 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.43 by root, Mon Sep 29 09:04:51 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
25
26
27 25
28#include <global.h> 26#include <global.h>
29#include <random_map.h> 27#include <random_map.h>
30#include <rproto.h> 28#include <rproto.h>
31 29
42#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 */
43 41
44#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 43#define PASS_DOORS 1
46 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}
47 164
48/* 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
49 * and doors but not monsters. 166 * and doors but not monsters.
50 * This function is not map tile aware. 167 * This function is not map tile aware.
51 */ 168 */
52
53int 169int
54wall_blocked (maptile *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
55{ 171{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 173 return 1;
174
175 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 177}
63 178
64/* place treasures in the map, given the 179/* place treasures in the map, given the
65map, (required) 180map, (required)
66layout, (required) 181layout, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 182treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 183treasureoptions (may be 0 for random choices or positive)
69*/ 184*/
70
71void 185void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 186place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 187{
74 char styledirname[256]; 188 char styledirname[1024];
75 char stylefilepath[256]; 189 char stylefilepath[1024];
76 maptile *style_map = 0; 190 maptile *style_map = 0;
77 int num_treasures; 191 int num_treasures;
78 192
79 /* bail out if treasure isn't wanted. */ 193 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 194 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
82 return; 196 return;
197
83 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
85 200
86 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 203 {
89 if (RANDOM () % 2) 204 if (rmg_rndm (2))
90 treasureoptions -= 1; 205 treasureoptions -= 1;
91 else 206 else
92 treasureoptions -= 2; 207 treasureoptions -= 2;
93 } 208 }
94 209
95 /* pick the number of treasures */ 210 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
97 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);
98 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
99 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);
100 else 215 else
101 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);
102 217
103 if (num_treasures <= 0) 218 if (num_treasures <= 0)
104 return; 219 return;
105 220
106 /* get the style map */ 221 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
110 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
111 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
113 { 234 {
114
115 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
117 { 237 {
118 case ONION_LAYOUT: 238 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 239 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 240 case LAYOUT_SQUARE_SPIRAL:
121 { 241 {
122 int i, j; 242 int i, j;
123 243
124 /* search the onion for C's or '>', and put treasure there. */ 244 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 245 for (i = 0; i < RP->Xsize; i++)
126 { 246 {
127 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
128 { 248 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 250 {
131 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 252 object *chest;
134 253
135 if (tdiv == 3) 254 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
137 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
138 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
139 if (!chest) 260 if (!chest)
140 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
141 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
142 { 264 {
143 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 267 free (doorlist);
146 } 268 }
147 } 269 }
148 } 270 }
149 } 271 }
150 break; 272 break;
151 } 273 }
274
152 default: 275 default:
153 { 276 {
154 int i, j, tries; 277 int i, j, tries;
155 object *chest; 278 object *chest;
156 object **doorlist; 279 object **doorlist;
157 280
158 i = j = -1; 281 i = j = -1;
159 tries = 0; 282 tries = 0;
160 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
161 { 284 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
165 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
166 i = -1; 290 i = -1;
291
167 tries++; 292 tries++;
168 } 293 }
294
169 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
170 if (!chest) 297 if (!chest)
171 return; 298 return;
299
172 i = chest->x; 300 i = chest->x;
173 j = chest->y; 301 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
175 { 303 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 305 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 306 free (doorlist);
179 } 307 }
180 } 308 }
181 } 309 }
182 } 310 }
183 else 311 else
184 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
185 int ti, i, j; 313 int ti, i, j;
186 314
187 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
188 { 316 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 320 }
193 } 321 }
194} 322}
195
196
197 323
198/* 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
199 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,
200 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 */
201
202object * 327object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 329{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 331
210 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
211 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
212 if (i == -1) 334 if (i == -1)
213 { 335 {
214 the_chest->destroy (); 336 the_chest->destroy (true);
215 return NULL; 337 return NULL;
216 } 338 }
339
217 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
219 342
220 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
222 return 0; 345 return 0;
223
224 346
225 /* put the treasures in the chest. */ 347 /* put the treasures in the chest. */
226 /* if(style_map) { */ 348 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 349#if 0 /* don't use treasure style maps for now! */
228 int ti; 350 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 354
233 if (tlist != NULL) 355 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 357 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 359
238 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);
239 } 361 }
240 else 362 else
241 { /* use the style map */ 363 { /* use the style map */
242 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
244 } 366 }
245#endif 367#endif
246 else
247 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
249 370
250 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
252 } 373 }
253 374
254 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
256 { 377 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 379
260 if (trap_map) 380 if (trap_map)
261 { 381 {
262 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
263 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
265 if (the_trap) 387 if (the_trap)
266 { 388 {
267 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 390
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 391 new_trap->x = x;
272 new_trap->y = y; 392 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
274 } 394 }
275 } 395 }
276 } 396 }
277 397
278 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 402 {
284 char keybuf[256]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 405 }
290 406
291 /* actually place the chest. */ 407 /* actually place the chest. */
292 the_chest->x = xl; 408 the_chest->x = xl;
293 the_chest->y = yl; 409 the_chest->y = yl;
297 413
298 414
299/* finds the closest monster and returns him, regardless of doors 415/* finds the closest monster and returns him, regardless of doors
300 or walls */ 416 or walls */
301object * 417object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP) 418find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 419{
304 int i; 420 int i;
305 421
306 for (i = 0; i < SIZEOFFREE; i++) 422 for (i = 0; i < SIZEOFFREE; i++)
307 { 423 {
322 } 438 }
323 } 439 }
324 return NULL; 440 return NULL;
325} 441}
326 442
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339
340int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
342{
343 int i, j;
344 int kx, ky;
345 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key;
347
348 /* get a key and set its keycode */
349 the_key = get_archetype ("key2");
350 the_key->slaying = keycode;
351
352 if (door_flag == PASS_DOORS)
353 {
354 int tries = 0;
355
356 the_keymaster = NULL;
357 while (tries < 15 && the_keymaster == NULL)
358 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1;
361 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP);
363 }
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky);
375 }
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* both find_monster_in_room routines need to have access to this. */ 443/* both find_monster_in_room routines need to have access to this. */
430 444
431object *theMonsterToFind; 445object *theMonsterToFind;
432 446
433/* 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.
434 it does a check-off on the layout, converting 0's to 1's */ 448 it does a check-off on the layout, converting 0's to 1's */
435 449
436object * 450object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) 451find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 452{
439 int i, j; 453 int i, j;
440 454
441 /* if we've found a monster already, leave */ 455 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 456 if (theMonsterToFind != NULL)
465 return theMonsterToFind; 479 return theMonsterToFind;
466 } 480 }
467 } 481 }
468 482
469 /* 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 */
470 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++)
471 { 485 {
472 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);
473 if (theMonsterToFind != NULL) 487 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 488 return theMonsterToFind;
475 } 489 }
490
476 return theMonsterToFind; 491 return theMonsterToFind;
477} 492}
478
479 493
480/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
481 real work. */ 495 real work. */
482
483object * 496object *
484find_monster_in_room (maptile *map, int x, int y, RMParms * RP) 497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 498{
486 char **layout2; 499 Layout layout2 (RP);
487 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] = '#';
488 508
489 theMonsterToFind = 0; 509 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 511
503 /* deallocate the temp. layout */ 512 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 513
510 return theMonsterToFind; 514 return theMonsterToFind;
511} 515}
512
513
514
515 516
516/* 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 */
517int *room_free_spots_x; 518int *room_free_spots_x;
518int *room_free_spots_y; 519int *room_free_spots_y;
519int number_of_free_spots_in_room; 520int number_of_free_spots_in_room;
520 521
521/* the workhorse routine, which finds the free spots in a room: 522/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 523a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 524that datastructure. */
524
525void 525void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 527{
528 int i, j; 528 int i, j;
529 529
530 /* bounds check x and y */ 530 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 540 /* check off this point */
541 layout[x][y] = 1; 541 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
545
545 /* 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 */
546 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++)
547 {
548 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);
549 }
550 549
551} 550}
552 551
553/* 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. */
554void 553void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) 554find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 555{
557 char **layout2; 556 char **layout2;
558 int i, j; 557 int i, j;
559 558
560 number_of_free_spots_in_room = 0; 559 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 564 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 565 for (i = 0; i < RP->Xsize; i++)
567 { 566 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 568 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 569 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 570 layout2[i][j] = '#';
573 }
574 } 571 }
575 572
576 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
578 575
579 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
580 { 577 {
581 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
584 } 581 }
585 582
586 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 584 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 585 free (layout2[i]);
590 } 586
591 free (layout2); 587 free (layout2);
592 free (room_free_spots_x); 588 free (room_free_spots_x);
593 free (room_free_spots_y); 589 free (room_free_spots_y);
594} 590}
595 591
596 592
597/* searches the map for a spot with walls around it. The more 593/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 594 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 595 it'll return 0 if no FREE spots are found.*/
600
601void 596void
602find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) 597find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 598{
604 int x, y; 599 int x, y;
605 int i; 600 int i;
606 601
607 x = *cx; 602 x = *cx;
656 *cy = ly; 651 *cy = ly;
657 return; 652 return;
658 } 653 }
659 } 654 }
660 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 657
658 if (i != -1)
663 { 659 {
664 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
666 return; 662 }
663 else
667 } 664 {
668 /* indicate failure */ 665 /* indicate failure */
666 *cx = -1;
669 *cx = *cy = -1; 667 *cy = -1;
668 }
670} 669}
671
672 670
673void 671void
674remove_monsters (int x, int y, maptile *map) 672remove_monsters (int x, int y, maptile *map)
675{ 673{
676 object *tmp; 674 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
677
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 675 {
681 if (tmp->head) 676 object *next = tmp->above;
682 tmp = tmp->head; 677
683 tmp->remove (); 678 if (tmp->flag [FLAG_ALIVE])
684 tmp->destroy (); 679 tmp->head_ ()->destroy (true);
685 tmp = GET_MAP_OB (map, x, y); 680
686 if (tmp == NULL) 681 tmp = next;
687 break;
688 }; 682 }
689} 683}
690
691 684
692/* 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
693 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
694 it'll remove any monsters it finds.*/ 687 it'll remove any monsters it finds.*/
695
696object ** 688object **
697surround_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)
698{ 690{
699 int i; 691 int i;
700 char *doors[2]; 692 const char *doors[2];
701 object **doorlist; 693 object **doorlist;
702 int ndoors_made = 0; 694 int ndoors_made = 0;
703 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 */
704 696
705 /* 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 */
717 /* place doors in all the 8 adjacent unblocked squares. */ 709 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 710 for (i = 1; i < 9; i++)
719 { 711 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 712 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 713
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 714 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 715 { /* place a door */
716 remove_monsters (x1, y1, map);
717
724 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]);
725 719 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 720 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 721 ndoors_made++;
732 } 722 }
733 } 723 }
724
734 return doorlist; 725 return doorlist;
735} 726}
736 727
737 728
738/* 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. */
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 737 return tmp;
747 return NULL; 738 return NULL;
748} 739}
749 740
750
751/* the workhorse routine, which finds the doors in a room */ 741/* the workhorse routine, which finds the doors in a room */
752void 742void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 744{
755 int i, j; 745 int i, j;
756 object *door; 746 object *door;
757 747
758 /* bounds check x and y */ 748 /* bounds check x and y */
766 /* check off this point */ 756 /* check off this point */
767 if (layout[x][y] == '#') 757 if (layout[x][y] == '#')
768 { /* there could be a door here */ 758 { /* there could be a door here */
769 layout[x][y] = 1; 759 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 760 door = door_in_square (map, x, y);
771 if (door != NULL) 761 if (door)
772 { 762 {
773 doorlist[*ndoors] = door; 763 doorlist[*ndoors] = door;
764
774 if (*ndoors > 254) /* eek! out of memory */ 765 if (*ndoors > 1022) /* eek! out of memory */
775 { 766 {
776 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");
777 return; 768 return;
778 } 769 }
770
779 *ndoors = *ndoors + 1; 771 *ndoors = *ndoors + 1;
780 } 772 }
781 } 773 }
782 else 774 else
783 { 775 {
784 layout[x][y] = 1; 776 layout[x][y] = 1;
777
785 /* 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 */
786 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++)
787 { 780 find_doors_in_room_recursive (layout, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 782 doorlist, ndoors, RP);
790 } 783 }
791} 784}
792 785
793/* 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. */
794object ** 787object **
795find_doors_in_room (maptile *map, int x, int y, RMParms * RP) 788find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 789{
797 char **layout2;
798 object **doorlist;
799 int i, j; 790 int i, j;
800 int ndoors = 0; 791 int ndoors = 0;
801 792
802 doorlist = (object **) calloc (sizeof (int), 256); 793 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 794
795 LayoutData layout2 (RP->Xsize, RP->Ysize);
796 layout2.clear ();
804 797
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 798 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 799 for (i = 0; i < RP->Xsize; i++)
808 {
809 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
810 for (j = 0; j < RP->Ysize; j++) 800 for (j = 0; j < RP->Ysize; j++)
811 { 801 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 802
817 /* setup num_free_spots and room_free_spots */ 803 /* setup num_free_spots and room_free_spots */
818 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);
819 805
820 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]);
824 }
825 free (layout2);
826 return doorlist; 806 return doorlist;
827} 807}
828
829
830 808
831/* 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
832 opts doesn't say to lock/hide doors. */ 810 opts doesn't say to lock/hide doors. */
833
834void 811void
835lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) 812lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 813{
837 object *door; 814 object *door;
838 int i; 815 int i;
839 816
840 /* lock the doors and hide the keys. */ 817 /* lock the doors and hide the keys. */
841 818
842 if (opts & DOORED) 819 if (opts & DOORED)
843 { 820 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 821 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
845 { 822 {
846 object *new_door = get_archetype ("locked_door1"); 823 object *new_door = get_archetype (shstr_locked_door1);
847 char keybuf[256];
848 824
849 door = doorlist[i]; 825 door = doorlist[i];
850 new_door->face = door->face; 826 new_door->face = door->face;
851 new_door->x = door->x; 827 new_door->x = door->x;
852 new_door->y = door->y; 828 new_door->y = door->y;
853 door->remove ();
854 door->destroy (); 829 door->destroy (true);
855 doorlist[i] = new_door; 830 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 831 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 832 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
858 new_door->slaying = keybuf;
859 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);
860 } 834 }
861 } 835 }
862 836
863 /* 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. */
864 if (opts & HIDDEN) 838 if (opts & HIDDEN)
873 { 847 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 848 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 850 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
852
878 door->face = wallface->face; 853 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 854
880 wallface->remove ();
881 wallface->destroy (); 855 wallface->destroy (true);
882 } 856 }
883 } 857 }
884 } 858 }
885} 859}

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