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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.41 by root, Thu Jul 24 20:35:37 2008 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
10 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 11 * (at your 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 GNU General Public License
20 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#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 */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
139
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
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 }
217 340
218 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
219 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
220 343
221 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
222 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
223 return 0; 346 return 0;
224 347
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 355
233 if (tlist != NULL) 356 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 358 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 360
238 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);
239 } 362 }
240 else 363 else
241 { /* use the style map */ 364 { /* use the style map */
242 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
244 } 367 }
245#endif 368#endif
246 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
248 371
249 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
251 } 374 }
252 375
253 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
254 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
255 { 378 {
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
257 object *the_trap;
258 380
259 if (trap_map) 381 if (trap_map)
260 { 382 {
261 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
262 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
264 if (the_trap) 388 if (the_trap)
265 { 389 {
266 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
267 391
268 new_trap = arch_to_object (the_trap->arch);
269 new_trap->copy_to (the_trap);
270 new_trap->x = x; 392 new_trap->x = x;
271 new_trap->y = y; 393 new_trap->y = y;
272 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
273 } 395 }
274 } 396 }
275 } 397 }
276 398
277 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
278 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
279 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 403 {
283 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
284
285 sprintf (keybuf, "%d", (int) RANDOM ());
286 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
288 } 406 }
289 407
290 /* actually place the chest. */ 408 /* actually place the chest. */
291 the_chest->x = xl; 409 the_chest->x = xl;
292 the_chest->y = yl; 410 the_chest->y = yl;
321 } 439 }
322 } 440 }
323 return NULL; 441 return NULL;
324} 442}
325 443
326
327
328/* places keys in the map, preferably in something alive.
329 keycode is the key's code,
330 door_flag is either PASS_DOORS or NO_PASS_DOORS.
331 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
332 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334
335 The idea is that you call keyplace on x,y where a door is, and it'll make
336 sure a key is placed on both sides of the door.
337*/
338
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx, ky;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = NULL;
356 while (tries < 15 && the_keymaster == NULL)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL)
365 {
366 int freeindex;
367
368 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 }
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
392 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 }
396 else
397 {
398 int sum = 0; /* count how many keys we actually place */
399
400 /* I'm lazy, so just try to place in all 4 directions. */
401 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
411 }
412 return 1;
413 }
414 }
415
416 if (the_keymaster == NULL)
417 {
418 the_key->x = kx;
419 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1;
422 }
423
424 insert_ob_in_ob (the_key, the_keymaster);
425 return 1;
426}
427
428
429
430/* 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. */
431 445
432object *theMonsterToFind; 446object *theMonsterToFind;
433 447
434/* 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.
466 return theMonsterToFind; 480 return theMonsterToFind;
467 } 481 }
468 } 482 }
469 483
470 /* 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 */
471 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++)
472 { 486 {
473 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);
474 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 489 return theMonsterToFind;
476 } 490 }
491
477 return theMonsterToFind; 492 return theMonsterToFind;
478} 493}
479
480 494
481/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
482 real work. */ 496 real work. */
483
484object * 497object *
485find_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)
486{ 499{
487 char **layout2; 500 Layout layout2 (RP);
488 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] = '#';
489 509
490 theMonsterToFind = 0; 510 theMonsterToFind = 0;
491 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
492 /* allocate and copy the layout, converting C to 0. */
493 for (i = 0; i < RP->Xsize; i++)
494 {
495 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
496 for (j = 0; j < RP->Ysize; j++)
497 {
498 if (wall_blocked (map, i, j))
499 layout2[i][j] = '#';
500 }
501 }
502 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
503 512
504 /* deallocate the temp. layout */ 513 layout2.free ();
505 for (i = 0; i < RP->Xsize; i++)
506 {
507 free (layout2[i]);
508 }
509 free (layout2);
510 514
511 return theMonsterToFind; 515 return theMonsterToFind;
512} 516}
513
514
515
516 517
517/* 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 */
518int *room_free_spots_x; 519int *room_free_spots_x;
519int *room_free_spots_y; 520int *room_free_spots_y;
520int number_of_free_spots_in_room; 521int number_of_free_spots_in_room;
521 522
522/* the workhorse routine, which finds the free spots in a room: 523/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 525that datastructure. */
525
526void 526void
527find_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)
528{ 528{
529 int i, j; 529 int i, j;
530 530
541 /* check off this point */ 541 /* check off this point */
542 layout[x][y] = 1; 542 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
546
546 /* 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 */
547 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++)
548 {
549 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);
550 }
551 550
552} 551}
553 552
554/* 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. */
555void 554void
566 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 566 for (i = 0; i < RP->Xsize; i++)
568 { 567 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 569 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 570 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 571 layout2[i][j] = '#';
574 }
575 } 572 }
576 573
577 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
579 576
580 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
581 { 578 {
582 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
583 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
585 } 582 }
586 583
587 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 585 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 586 free (layout2[i]);
591 } 587
592 free (layout2); 588 free (layout2);
593 free (room_free_spots_x); 589 free (room_free_spots_x);
594 free (room_free_spots_y); 590 free (room_free_spots_y);
595} 591}
596 592
597 593
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
601
602void 597void
603find_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)
604{ 599{
605 int x, y; 600 int x, y;
606 int i; 601 int i;
657 *cy = ly; 652 *cy = ly;
658 return; 653 return;
659 } 654 }
660 } 655 }
661 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 658
664 if (i != -1) 659 if (i != -1)
665 { 660 {
666 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
672 *cx = -1; 667 *cx = -1;
673 *cy = -1; 668 *cy = -1;
674 } 669 }
675} 670}
676 671
677
678void 672void
679remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
680{ 674{
681 object *tmp; 675 object *tmp;
682 676
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 679 {
686 if (tmp->head) 680 if (tmp->head)
687 tmp = tmp->head; 681 tmp = tmp->head;
688 tmp->remove (); 682 tmp->remove ();
691 if (tmp == NULL) 685 if (tmp == NULL)
692 break; 686 break;
693 }; 687 };
694} 688}
695 689
696
697/* surrounds the point x,y by doors, so as to enclose something, like 690/* surrounds the point x,y by doors, so as to enclose something, like
698 a chest. It only goes as far as the 8 squares surrounding, and 691 a chest. It only goes as far as the 8 squares surrounding, and
699 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
700
701object ** 693object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{ 695{
704 int i; 696 int i;
705 char *doors[2]; 697 const char *doors[2];
706 object **doorlist; 698 object **doorlist;
707 int ndoors_made = 0; 699 int ndoors_made = 0;
708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
709 701
710 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
722 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
724 { 716 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 718
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 724 map->insert (new_door, x1, y1);
731 new_door->x = x + freearr_x[i];
732 new_door->y = y + freearr_y[i];
733 remove_monsters (new_door->x, new_door->y, map);
734 insert_ob_in_map (new_door, map, NULL, 0);
735 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 726 ndoors_made++;
737 } 727 }
738 } 728 }
729
739 return doorlist; 730 return doorlist;
740} 731}
741 732
742 733
743/* returns the first door in this square, or NULL if there isn't a door. */ 734/* returns the first door in this square, or NULL if there isn't a door. */
749 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp; 742 return tmp;
752 return NULL; 743 return NULL;
753} 744}
754
755 745
756/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
757void 747void
758find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
759{ 749{
774 layout[x][y] = 1; 764 layout[x][y] = 1;
775 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
776 if (door) 766 if (door)
777 { 767 {
778 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
779 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
780 { 771 {
781 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
782 return; 773 return;
783 } 774 }
786 } 777 }
787 } 778 }
788 else 779 else
789 { 780 {
790 layout[x][y] = 1; 781 layout[x][y] = 1;
782
791 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 785 find_doors_in_room_recursive (layout, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
787 doorlist, ndoors, RP);
794 } 788 }
795} 789}
796 790
797/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
798object ** 792object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800{ 794{
801 char **layout2;
802 object **doorlist;
803 int i, j; 795 int i, j;
804 int ndoors = 0; 796 int ndoors = 0;
805 797
806 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 799
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
809 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
814 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 807
820 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
822 810
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 811 return doorlist;
829} 812}
830
831
832 813
833/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
834 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
835
836void 816void
837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{ 818{
839 object *door; 819 object *door;
840 int i; 820 int i;
843 823
844 if (opts & DOORED) 824 if (opts & DOORED)
845 { 825 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
847 { 827 {
848 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype (shstr_locked_door1);
849 char keybuf[1024];
850 829
851 door = doorlist[i]; 830 door = doorlist[i];
852 new_door->face = door->face; 831 new_door->face = door->face;
853 new_door->x = door->x; 832 new_door->x = door->x;
854 new_door->y = door->y; 833 new_door->y = door->y;
855 door->remove (); 834 door->remove ();
856 door->destroy (); 835 door->destroy ();
857 doorlist[i] = new_door; 836 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
860 new_door->slaying = keybuf;
861 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);
862 } 840 }
863 } 841 }
864 842
865 /* 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. */
866 if (opts & HIDDEN) 844 if (opts & HIDDEN)
875 { 853 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
880 door->face = wallface->face; 859 door->face = wallface->face;
860
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
882 wallface->remove (); 862 wallface->remove ();
863
883 wallface->destroy (); 864 wallface->destroy ();
884 } 865 }
885 } 866 }
886 } 867 }
887} 868}

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