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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 1.46 by root, Fri Nov 6 12:49:19 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
10 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
11 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
12 (at your option) any later version. 11 * option) any later version.
13 12 *
14 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
20 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
22 21 *
23 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27
28
29 26
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <random_map.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
44#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
45 42
46#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 44#define PASS_DOORS 1
48 45
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}
49 175
50/* 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
51 * and doors but not monsters. 177 * and doors but not monsters.
52 * This function is not map tile aware. 178 * This function is not map tile aware.
53 */ 179 */
54
55int 180int
56wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
57{ 182{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 184 return 1;
185
186 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 188}
65 189
66/* place treasures in the map, given the 190/* place treasures in the map, given the
67map, (required) 191map, (required)
68layout, (required) 192layout, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
71*/ 195*/
72
73void 196void
74place_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)
75{ 198{
76 char styledirname[1024]; 199 char styledirname[1024];
77 char stylefilepath[1024]; 200 char stylefilepath[1024];
80 203
81 /* bail out if treasure isn't wanted. */ 204 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 205 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
84 return; 207 return;
208
85 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 211
88 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 214 {
91 if (RANDOM () % 2) 215 if (rmg_rndm (2))
92 treasureoptions -= 1; 216 treasureoptions -= 1;
93 else 217 else
94 treasureoptions -= 2; 218 treasureoptions -= 2;
95 } 219 }
96 220
97 /* pick the number of treasures */ 221 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 222 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 224 else if (treasureoptions & RICH)
101 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);
102 else 226 else
103 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);
104 228
105 if (num_treasures <= 0) 229 if (num_treasures <= 0)
106 return; 230 return;
107 231
108 /* get the style map */ 232 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 233 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 235 style_map = find_style (styledirname, treasure_style, -1);
112 236
237 if (!style_map)
238 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
240 return;
241 }
242
113 /* all the treasure at one spot in the map. */ 243 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 244 if (treasureoptions & CONCENTRATED)
115 { 245 {
116
117 /* map_layout_style global, and is previously set */ 246 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 247 switch (RP->map_layout_style)
119 { 248 {
120 case LAYOUT_ONION: 249 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 250 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 258 for (j = 0; j < RP->Ysize; j++)
130 { 259 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 260 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 261 {
133 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 263 object *chest;
136 264
137 if (tdiv == 3) 265 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
139 /* don't put a chest on an exit. */ 268 /* don't put a chest on an exit. */
140 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
141 if (!chest) 271 if (!chest)
142 continue; /* if no chest was placed NEXT */ 272 continue; /* if no chest was placed NEXT */
273
143 if (treasureoptions & (DOORED | HIDDEN)) 274 if (treasureoptions & (DOORED | HIDDEN))
144 { 275 {
145 doorlist = find_doors_in_room (map, i, j, RP); 276 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 278 free (doorlist);
148 } 279 }
149 } 280 }
150 } 281 }
151 } 282 }
152 break; 283 break;
153 } 284 }
285
154 default: 286 default:
155 { 287 {
156 int i, j, tries; 288 int i, j, tries;
157 object *chest; 289 object *chest;
158 object **doorlist; 290 object **doorlist;
159 291
160 i = j = -1; 292 i = j = -1;
161 tries = 0; 293 tries = 0;
162 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
163 { 295 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
299
167 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
168 i = -1; 301 i = -1;
302
169 tries++; 303 tries++;
170 } 304 }
305
171 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
172 if (!chest) 308 if (!chest)
173 return; 309 return;
310
174 i = chest->x; 311 i = chest->x;
175 j = chest->y; 312 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 313 if (treasureoptions & (DOORED | HIDDEN))
177 { 314 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
187 int ti, i, j; 324 int ti, i, j;
188 325
189 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
190 { 327 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 331 }
195 } 332 }
196} 333}
197 334
198/* 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
199 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,
200 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 */
201
202object * 338object *
203place_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)
204{ 340{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 342
210 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
211 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
212 if (i == -1) 345 if (i == -1)
213 { 346 {
214 the_chest->destroy (); 347 the_chest->destroy ();
215 return NULL; 348 return NULL;
216 } 349 }
217 350
218 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
219 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
220 353
221 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
222 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
223 return 0; 356 return 0;
224 357
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 365
233 if (tlist != NULL) 366 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 368 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 370
238 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);
239 } 372 }
240 else 373 else
241 { /* use the style map */ 374 { /* use the style map */
242 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
244 } 377 }
245#endif 378#endif
246 { /* neither style_map no treasure list given */ 379 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 380 treasurelist *tlist = treasurelist::find ("chest");
248 381
249 the_chest->randomitems = tlist; 382 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 383 the_chest->stats.hp = n_treasures;
251 } 384 }
252 385
253 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
254 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
255 { 388 {
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
257 object *the_trap;
258 390
259 if (trap_map) 391 if (trap_map)
260 { 392 {
261 the_trap = pick_random_object (trap_map); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
262 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
264 if (the_trap) 398 if (the_trap)
265 { 399 {
266 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
267 401
268 new_trap = arch_to_object (the_trap->arch);
269 new_trap->copy_to (the_trap);
270 new_trap->x = x; 402 new_trap->x = x;
271 new_trap->y = y; 403 new_trap->y = y;
272 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
273 } 405 }
274 } 406 }
275 } 407 }
276 408
277 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
278 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
279 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 413 {
283 char keybuf[1024]; 414 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); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
288 } 416 }
289 417
290 /* actually place the chest. */ 418 /* actually place the chest. */
291 the_chest->x = xl; 419 the_chest->x = xl;
292 the_chest->y = yl; 420 the_chest->y = yl;
293 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
294 return the_chest; 422 return the_chest;
295} 423}
296 424
297
298/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
299 or walls */ 426static object *
300object *
301find_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)
302{ 428{
303 int i; 429 int i;
304 430
305 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
321 } 447 }
322 } 448 }
323 return NULL; 449 return NULL;
324} 450}
325 451
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. */ 452/* both find_monster_in_room routines need to have access to this. */
431 453
432object *theMonsterToFind; 454static object *theMonsterToFind;
433 455
434/* 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.
435 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 */
436 458static object *
437object *
438find_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)
439{ 460{
440 int i, j; 461 int i, j;
441 462
442 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
466 return theMonsterToFind; 487 return theMonsterToFind;
467 } 488 }
468 } 489 }
469 490
470 /* 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 */
471 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++)
472 { 493 {
473 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);
474 if (theMonsterToFind != NULL) 495 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 496 return theMonsterToFind;
476 } 497 }
498
477 return theMonsterToFind; 499 return theMonsterToFind;
478} 500}
479
480 501
481/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
482 real work. */ 503 real work. */
483
484object * 504object *
485find_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)
486{ 506{
487 char **layout2; 507 Layout layout2 (RP);
488 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] = '#';
489 516
490 theMonsterToFind = 0; 517 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); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
503 519
504 /* deallocate the temp. layout */ 520 layout2.free ();
505 for (i = 0; i < RP->Xsize; i++)
506 {
507 free (layout2[i]);
508 }
509 free (layout2);
510 521
511 return theMonsterToFind; 522 return theMonsterToFind;
512} 523}
513 524
514
515
516
517/* 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 */
518int *room_free_spots_x; 526static int *room_free_spots_x;
519int *room_free_spots_y; 527static int *room_free_spots_y;
520int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
521 529
522/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 532that datastructure. */
525 533static void
526void
527find_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)
528{ 535{
529 int i, j; 536 int i, j;
530 537
531 /* bounds check x and y */ 538 /* bounds check x and y */
541 /* check off this point */ 548 /* check off this point */
542 layout[x][y] = 1; 549 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
553
546 /* 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 */
547 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++)
548 {
549 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);
550 }
551 557
552} 558}
553 559
554/* 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. */
555void 561static void
556find_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)
557{ 563{
558 char **layout2; 564 char **layout2;
559 int i, j; 565 int i, j;
560 566
566 /* allocate and copy the layout, converting C to 0. */ 572 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 573 for (i = 0; i < RP->Xsize; i++)
568 { 574 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 575 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 576 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 577 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 578 layout2[i][j] = '#';
574 }
575 } 579 }
576 580
577 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
579 583
580 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
581 { 585 {
582 i = RANDOM () % number_of_free_spots_in_room; 586 i = rmg_rndm (number_of_free_spots_in_room);
583 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
585 } 589 }
586 590
587 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 592 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 593 free (layout2[i]);
591 } 594
592 free (layout2); 595 free (layout2);
593 free (room_free_spots_x); 596 free (room_free_spots_x);
594 free (room_free_spots_y); 597 free (room_free_spots_y);
595} 598}
596 599
597 600
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
601 604static void
602void
603find_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)
604{ 606{
605 int x, y; 607 int x, y;
606 int i; 608 int i;
607 609
657 *cy = ly; 659 *cy = ly;
658 return; 660 return;
659 } 661 }
660 } 662 }
661 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 665
664 if (i != -1) 666 if (i != -1)
665 { 667 {
666 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
672 *cx = -1; 674 *cx = -1;
673 *cy = -1; 675 *cy = -1;
674 } 676 }
675} 677}
676 678
677
678void 679void
679remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
680{ 681{
681 object *tmp; 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 683 {
686 if (tmp->head) 684 object *next = tmp->above;
687 tmp = tmp->head; 685
688 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
689 tmp->destroy (); 687 tmp->head_ ()->destroy ();
690 tmp = GET_MAP_OB (map, x, y); 688
691 if (tmp == NULL) 689 tmp = next;
692 break;
693 }; 690 }
694} 691}
695
696 692
697/* 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
698 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
699 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
700 696static object **
701object **
702surround_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)
703{ 698{
704 int i; 699 int i;
705 char *doors[2]; 700 const char *doors[2];
706 object **doorlist; 701 object **doorlist;
707 int ndoors_made = 0; 702 int ndoors_made = 0;
708 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 */
709 704
710 /* 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 */
722 /* place doors in all the 8 adjacent unblocked squares. */ 717 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 718 for (i = 1; i < 9; i++)
724 { 719 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 721
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 723 { /* place a door */
724 remove_monsters (x1, y1, map);
725
729 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]);
730 727 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; 728 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 729 ndoors_made++;
737 } 730 }
738 } 731 }
732
739 return doorlist; 733 return doorlist;
740} 734}
741 735
742
743/* 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. */
744object * 737static object *
745door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
746{ 739{
747 object *tmp;
748
749 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)
750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp; 742 return tmp;
743
752 return NULL; 744 return NULL;
753} 745}
754 746
755
756/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
757void 748static void
758find_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)
759{ 750{
760 int i, j; 751 int i, j;
761 object *door; 752 object *door;
762 753
774 layout[x][y] = 1; 765 layout[x][y] = 1;
775 door = door_in_square (map, x, y); 766 door = door_in_square (map, x, y);
776 if (door) 767 if (door)
777 { 768 {
778 doorlist[*ndoors] = door; 769 doorlist[*ndoors] = door;
770
779 if (*ndoors > 1022) /* eek! out of memory */ 771 if (*ndoors > 1022) /* eek! out of memory */
780 { 772 {
781 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");
782 return; 774 return;
783 } 775 }
786 } 778 }
787 } 779 }
788 else 780 else
789 { 781 {
790 layout[x][y] = 1; 782 layout[x][y] = 1;
783
791 /* 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 */
792 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++)
793 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);
794 } 789 }
795} 790}
796 791
797/* 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. */
798object ** 793static object **
799find_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)
800{ 795{
801 char **layout2;
802 object **doorlist;
803 int i, j; 796 int i, j;
804 int ndoors = 0; 797 int ndoors = 0;
805 798
806 doorlist = (object **) calloc (sizeof (int), 1024); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 800
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
803
809 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 805 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++) 806 for (j = 0; j < RP->Ysize; j++)
814 { 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 808
820 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
821 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);
822 811
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 812 return doorlist;
829} 813}
830
831
832 814
833/* 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
834 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
835 817static void
836void
837lock_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)
838{ 819{
839 object *door; 820 object *door;
840 int i; 821 int i;
841 822
842 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
843 824
844 if (opts & DOORED) 825 if (opts & DOORED)
845 { 826 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
847 { 828 {
848 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
849 char keybuf[1024];
850 830
851 door = doorlist[i]; 831 door = doorlist[i];
852 new_door->face = door->face; 832 new_door->face = door->face;
853 new_door->x = door->x; 833 new_door->x = door->x;
854 new_door->y = door->y; 834 new_door->y = door->y;
855 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;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
882 wallface->remove ();
883 wallface->destroy (); 861 wallface->destroy ();
884 } 862 }
885 } 863 }
886 } 864 }
887} 865}

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