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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.47 by root, Fri Nov 6 13:03:34 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 *
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 it under
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * 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 Affero GNU General Public License
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26
27
28 26
29#include <global.h> 27#include <global.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32 30
43#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 */
44 42
45#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 44#define PASS_DOORS 1
47 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
48 175
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 177 * and doors but not monsters.
51 * This function is not map tile aware. 178 * This function is not map tile aware.
52 */ 179 */
53
54int 180int
55wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
56{ 182{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 184 return 1;
185
186 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 188}
64 189
65/* place treasures in the map, given the 190/* place treasures in the map, given the
66map, (required) 191map, (required)
67layout, (required) 192layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
70*/ 195*/
71
72void 196void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 198{
75 char styledirname[1024]; 199 char styledirname[1024];
76 char stylefilepath[1024]; 200 char stylefilepath[1024];
79 203
80 /* bail out if treasure isn't wanted. */ 204 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 205 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
83 return; 207 return;
208
84 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 211
87 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 214 {
90 if (RANDOM () % 2) 215 if (rmg_rndm (2))
91 treasureoptions -= 1; 216 treasureoptions -= 1;
92 else 217 else
93 treasureoptions -= 2; 218 treasureoptions -= 2;
94 } 219 }
95 220
96 /* pick the number of treasures */ 221 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 222 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 223 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 224 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 225 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 226 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 227 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 228
104 if (num_treasures <= 0) 229 if (num_treasures <= 0)
105 return; 230 return;
106 231
107 /* get the style map */ 232 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 233 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 235 style_map = find_style (styledirname, treasure_style, -1);
111 236
237 if (!style_map)
238 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
240 return;
241 }
242
112 /* all the treasure at one spot in the map. */ 243 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 244 if (treasureoptions & CONCENTRATED)
114 { 245 {
115
116 /* map_layout_style global, and is previously set */ 246 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 247 switch (RP->map_layout_style)
118 { 248 {
119 case LAYOUT_ONION: 249 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 250 case LAYOUT_SPIRAL:
128 for (j = 0; j < RP->Ysize; j++) 258 for (j = 0; j < RP->Ysize; j++)
129 { 259 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 260 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 261 {
132 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 263 object *chest;
135 264
136 if (tdiv == 3) 265 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
138 /* don't put a chest on an exit. */ 268 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 269 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
270
140 if (!chest) 271 if (!chest)
141 continue; /* if no chest was placed NEXT */ 272 continue; /* if no chest was placed NEXT */
273
142 if (treasureoptions & (DOORED | HIDDEN)) 274 if (treasureoptions & (DOORED | HIDDEN))
143 { 275 {
144 doorlist = find_doors_in_room (map, i, j, RP); 276 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 278 free (doorlist);
147 } 279 }
148 } 280 }
149 } 281 }
150 } 282 }
151 break; 283 break;
152 } 284 }
285
153 default: 286 default:
154 { 287 {
155 int i, j, tries; 288 int i, j, tries;
156 object *chest; 289 object *chest;
157 object **doorlist; 290 object **doorlist;
158 291
159 i = j = -1; 292 i = j = -1;
160 tries = 0; 293 tries = 0;
161 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
162 { 295 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
299
166 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
167 i = -1; 301 i = -1;
302
168 tries++; 303 tries++;
169 } 304 }
305
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 306 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
307
171 if (!chest) 308 if (!chest)
172 return; 309 return;
310
173 i = chest->x; 311 i = chest->x;
174 j = chest->y; 312 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 313 if (treasureoptions & (DOORED | HIDDEN))
176 { 314 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
186 int ti, i, j; 324 int ti, i, j;
187 325
188 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
189 { 327 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 331 }
194 } 332 }
195} 333}
196 334
197/* put a chest into the map, near x and y, with the treasure style 335/* put a chest into the map, near x and y, with the treasure style
198 determined (may be null, or may be a treasure list from lib/treasures, 336 determined (may be null, or may be a treasure list from lib/treasures,
199 if the global variable "treasurestyle" is set to that treasure list's name */ 337 if the global variable "treasurestyle" is set to that treasure list's name */
200 338static object *
201object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 339place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 340{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 342
209 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 344 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 345 if (i == -1)
212 { 346 {
213 the_chest->destroy (); 347 the_chest->destroy ();
214 return NULL; 348 return NULL;
215 } 349 }
350
216 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
218 353
219 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
221 return 0; 356 return 0;
222 357
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 365
231 if (tlist != NULL) 366 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 368 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
235 370
236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 371 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
237 } 372 }
238 else 373 else
239 { /* use the style map */ 374 { /* use the style map */
240 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
242 } 377 }
243#endif 378#endif
244 { /* neither style_map no treasure list given */ 379 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 380 treasurelist *tlist = treasurelist::find ("chest");
246 381
247 the_chest->randomitems = tlist; 382 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 383 the_chest->stats.hp = n_treasures;
249 } 384 }
250 385
251 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
253 { 388 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap;
256 390
257 if (trap_map) 391 if (trap_map)
258 { 392 {
259 the_trap = pick_random_object (trap_map); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
260 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
262 if (the_trap) 398 if (the_trap)
263 { 399 {
264 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
265 401
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x; 402 new_trap->x = x;
269 new_trap->y = y; 403 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
271 } 405 }
272 } 406 }
273 } 407 }
274 408
275 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
276 the lockcode. It's not worth bothering to lock the chest if 410 the lockcode. It's not worth bothering to lock the chest if
277 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 413 {
281 char keybuf[1024]; 414 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
282
283 sprintf (keybuf, "%d", (int) RANDOM ());
284 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
286 } 416 }
287 417
288 /* actually place the chest. */ 418 /* actually place the chest. */
289 the_chest->x = xl; 419 the_chest->x = xl;
290 the_chest->y = yl; 420 the_chest->y = yl;
291 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
292 return the_chest; 422 return the_chest;
293} 423}
294 424
295
296/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
297 or walls */ 426static object *
298object *
299find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 427find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
300{ 428{
301 int i; 429 int i;
302 430
303 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
319 } 447 }
320 } 448 }
321 return NULL; 449 return NULL;
322} 450}
323 451
324
325
326/* places keys in the map, preferably in something alive.
327 keycode is the key's code,
328 door_flag is either PASS_DOORS or NO_PASS_DOORS.
329 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
330 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332
333 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door.
335*/
336
337int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{
340 int i, j;
341 int kx, ky;
342 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key;
344
345 /* get a key and set its keycode */
346 the_key = get_archetype ("key2");
347 the_key->slaying = keycode;
348
349 if (door_flag == PASS_DOORS)
350 {
351 int tries = 0;
352
353 the_keymaster = NULL;
354 while (tries < 15 && the_keymaster == NULL)
355 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP);
360 }
361 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL)
363 {
364 int freeindex;
365
366 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky);
372 }
373 if (freeindex != -1)
374 {
375 kx += freearr_x[freeindex];
376 ky += freearr_y[freeindex];
377 }
378 }
379 }
380 else
381 { /* NO_PASS_DOORS --we have to work harder. */
382 /* don't try to keyplace if we're sitting on a blocked square and
383 NO_PASS_DOORS is set. */
384 if (n_keys == 1)
385 {
386 if (wall_blocked (map, x, y))
387 return 0;
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* 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 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
408 return 1;
409 }
410 }
411
412 if (the_keymaster == NULL)
413 {
414 the_key->x = kx;
415 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1;
418 }
419
420 insert_ob_in_ob (the_key, the_keymaster);
421 return 1;
422}
423
424
425
426/* both find_monster_in_room routines need to have access to this. */ 452/* both find_monster_in_room routines need to have access to this. */
427 453
428object *theMonsterToFind; 454static object *theMonsterToFind;
429 455
430/* a recursive routine which will return a monster, eventually,if there is one. 456/* a recursive routine which will return a monster, eventually,if there is one.
431 it does a check-off on the layout, converting 0's to 1's */ 457 it does a check-off on the layout, converting 0's to 1's */
432 458static object *
433object *
434find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
435{ 460{
436 int i, j; 461 int i, j;
437 462
438 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
462 return theMonsterToFind; 487 return theMonsterToFind;
463 } 488 }
464 } 489 }
465 490
466 /* now search all the 8 squares around recursively for a monster,in random order */ 491 /* now search all the 8 squares around recursively for a monster,in random order */
467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
468 { 493 {
469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 494 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
470 if (theMonsterToFind != NULL) 495 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 496 return theMonsterToFind;
472 } 497 }
498
473 return theMonsterToFind; 499 return theMonsterToFind;
474} 500}
475
476 501
477/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
478 real work. */ 503 real work. */
479 504static object *
480object *
481find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 505find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
482{ 506{
483 char **layout2; 507 Layout layout2 (RP);
484 int i, j; 508
509 layout2->clear ();
510
511 /* allocate and copy the layout, converting C to 0. */
512 for (int i = 0; i < layout2->w; i++)
513 for (int j = 0; j < layout2->h; j++)
514 if (wall_blocked (map, i, j))
515 layout2[i][j] = '#';
485 516
486 theMonsterToFind = 0; 517 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
499 519
500 /* deallocate the temp. layout */ 520 layout2.free ();
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506 521
507 return theMonsterToFind; 522 return theMonsterToFind;
508} 523}
509 524
510
511
512
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x; 526static int *room_free_spots_x;
515int *room_free_spots_y; 527static int *room_free_spots_y;
516int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
517 529
518/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
519a datastructure of free points is set up, and a position chosen from 531a datastructure of free points is set up, and a position chosen from
520that datastructure. */ 532that datastructure. */
521 533static void
522void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 535{
525 int i, j; 536 int i, j;
526 537
527 /* bounds check x and y */ 538 /* bounds check x and y */
537 /* check off this point */ 548 /* check off this point */
538 layout[x][y] = 1; 549 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
553
542 /* now search all the 8 squares around recursively for free spots,in random order */ 554 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 555 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 557
548} 558}
549 559
550/* find a random non-blocked spot in this room to drop a key. */ 560/* find a random non-blocked spot in this room to drop a key. */
551void 561static void
552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 562find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
553{ 563{
554 char **layout2; 564 char **layout2;
555 int i, j; 565 int i, j;
556 566
562 /* allocate and copy the layout, converting C to 0. */ 572 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 573 for (i = 0; i < RP->Xsize; i++)
564 { 574 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 575 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 576 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 577 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 578 layout2[i][j] = '#';
570 }
571 } 579 }
572 580
573 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
575 583
576 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
577 { 585 {
578 i = RANDOM () % number_of_free_spots_in_room; 586 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
581 } 589 }
582 590
583 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 592 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 593 free (layout2[i]);
587 } 594
588 free (layout2); 595 free (layout2);
589 free (room_free_spots_x); 596 free (room_free_spots_x);
590 free (room_free_spots_y); 597 free (room_free_spots_y);
591} 598}
592 599
593 600
594/* searches the map for a spot with walls around it. The more 601/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 602 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
597 604static void
598void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 606{
601 int x, y; 607 int x, y;
602 int i; 608 int i;
603 609
653 *cy = ly; 659 *cy = ly;
654 return; 660 return;
655 } 661 }
656 } 662 }
657 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 665
666 if (i != -1)
660 { 667 {
661 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
663 return; 670 }
671 else
664 } 672 {
665 /* indicate failure */ 673 /* indicate failure */
674 *cx = -1;
666 *cx = *cy = -1; 675 *cy = -1;
676 }
667} 677}
668 678
669 679static void
670void
671remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
672{ 681{
673 object *tmp; 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
674
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 683 {
678 if (tmp->head) 684 object *next = tmp->above;
679 tmp = tmp->head; 685
680 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
681 tmp->destroy (); 687 tmp->head_ ()->destroy ();
682 tmp = GET_MAP_OB (map, x, y); 688
683 if (tmp == NULL) 689 tmp = next;
684 break;
685 }; 690 }
686} 691}
687
688 692
689/* surrounds the point x,y by doors, so as to enclose something, like 693/* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and 694 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
692 696static object **
693object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 697surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 698{
696 int i; 699 int i;
697 char *doors[2]; 700 const char *doors[2];
698 object **doorlist; 701 object **doorlist;
699 int ndoors_made = 0; 702 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 704
702 /* this is a list we pick from, for horizontal and vertical doors */ 705 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 717 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 718 for (i = 1; i < 9; i++)
716 { 719 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 721
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 723 { /* place a door */
724 remove_monsters (x1, y1, map);
725
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 726 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 727 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 728 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 729 ndoors_made++;
729 } 730 }
730 } 731 }
732
731 return doorlist; 733 return doorlist;
732} 734}
733 735
734
735/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
736object * 737static object *
737door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
738{ 739{
739 object *tmp;
740
741 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 742 return tmp;
743
744 return NULL; 744 return NULL;
745} 745}
746 746
747
748/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
749void 748static void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 750{
752 int i, j; 751 int i, j;
753 object *door; 752 object *door;
754 753
766 layout[x][y] = 1; 765 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 766 door = door_in_square (map, x, y);
768 if (door) 767 if (door)
769 { 768 {
770 doorlist[*ndoors] = door; 769 doorlist[*ndoors] = door;
770
771 if (*ndoors > 1022) /* eek! out of memory */ 771 if (*ndoors > 1022) /* eek! out of memory */
772 { 772 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 774 return;
775 } 775 }
778 } 778 }
779 } 779 }
780 else 780 else
781 { 781 {
782 layout[x][y] = 1; 782 layout[x][y] = 1;
783
783 /* now search all the 8 squares around recursively for free spots,in random order */ 784 /* now search all the 8 squares around recursively for free spots,in random order */
784 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 786 find_doors_in_room_recursive (layout, map,
787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
788 doorlist, ndoors, RP);
786 } 789 }
787} 790}
788 791
789/* find a random non-blocked spot in this room to drop a key. */ 792/* find a random non-blocked spot in this room to drop a key. */
790object ** 793static object **
791find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
792{ 795{
793 char **layout2;
794 object **doorlist;
795 int i, j; 796 int i, j;
796 int ndoors = 0; 797 int ndoors = 0;
797 798
798 doorlist = (object **) calloc (sizeof (int), 1024); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 800
800 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
803
801 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
802 for (i = 0; i < RP->Xsize; i++) 805 for (i = 0; i < RP->Xsize; i++)
803 {
804 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
805 for (j = 0; j < RP->Ysize; j++) 806 for (j = 0; j < RP->Ysize; j++)
806 { 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807 if (wall_blocked (map, i, j))
808 layout2[i][j] = '#';
809 }
810 }
811 808
812 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 810 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
814 811
815 /* deallocate the temp. layout */
816 for (i = 0; i < RP->Xsize; i++)
817 free (layout2[i]);
818
819 free (layout2);
820 return doorlist; 812 return doorlist;
821} 813}
822
823
824 814
825/* locks and/or hides all the doors in doorlist, or does nothing if 815/* locks and/or hides all the doors in doorlist, or does nothing if
826 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
827 817static void
828void
829lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 818lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
830{ 819{
831 object *door; 820 object *door;
832 int i; 821 int i;
833 822
834 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
835 824
836 if (opts & DOORED) 825 if (opts & DOORED)
837 { 826 {
838 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
839 { 828 {
840 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
841 char keybuf[1024];
842 830
843 door = doorlist[i]; 831 door = doorlist[i];
844 new_door->face = door->face; 832 new_door->face = door->face;
845 new_door->x = door->x; 833 new_door->x = door->x;
846 new_door->y = door->y; 834 new_door->y = door->y;
847 door->remove ();
848 door->destroy (); 835 door->destroy ();
849 doorlist[i] = new_door; 836 doorlist[i] = new_door;
850 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
851 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
852 new_door->slaying = keybuf;
853 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
854 } 840 }
855 } 841 }
856 842
857 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
858 if (opts & HIDDEN) 844 if (opts & HIDDEN)
867 { 853 {
868 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
872 door->face = wallface->face; 859 door->face = wallface->face;
873 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
874 wallface->remove ();
875 wallface->destroy (); 861 wallface->destroy ();
876 } 862 }
877 } 863 }
878 } 864 }
879} 865}

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