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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.38 by root, Sun May 4 14:12:38 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26
27
28 25
29#include <global.h> 26#include <global.h>
30#include <random_map.h> 27#include <random_map.h>
31#include <rproto.h> 28#include <rproto.h>
32 29
43#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 */
44 41
45#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 43#define PASS_DOORS 1
47 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}
48 52
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 54 * and doors but not monsters.
51 * This function is not map tile aware. 55 * This function is not map tile aware.
52 */ 56 */
53
54int 57int
55wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
56{ 59{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 61 return 1;
62
63 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 65}
64 66
65/* place treasures in the map, given the 67/* place treasures in the map, given the
66map, (required) 68map, (required)
67layout, (required) 69layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
70*/ 72*/
71
72void 73void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 75{
75 char styledirname[1024]; 76 char styledirname[1024];
76 char stylefilepath[1024]; 77 char stylefilepath[1024];
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 82 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
83 return; 84 return;
85
84 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 88
87 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 91 {
90 if (RANDOM () % 2) 92 if (rmg_rndm (2))
91 treasureoptions -= 1; 93 treasureoptions -= 1;
92 else 94 else
93 treasureoptions -= 2; 95 treasureoptions -= 2;
94 } 96 }
95 97
96 /* pick the number of treasures */ 98 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 103 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 105
104 if (num_treasures <= 0) 106 if (num_treasures <= 0)
105 return; 107 return;
106 108
107 /* get the style map */ 109 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
111 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
112 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
114 { 122 {
115
116 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
118 { 125 {
119 case LAYOUT_ONION: 126 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
128 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
129 { 136 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 138 {
132 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 140 object *chest;
135 141
136 if (tdiv == 3) 142 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
138 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
140 if (!chest) 148 if (!chest)
141 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
142 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
143 { 152 {
144 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 155 free (doorlist);
147 } 156 }
148 } 157 }
149 } 158 }
150 } 159 }
151 break; 160 break;
152 } 161 }
162
153 default: 163 default:
154 { 164 {
155 int i, j, tries; 165 int i, j, tries;
156 object *chest; 166 object *chest;
157 object **doorlist; 167 object **doorlist;
158 168
159 i = j = -1; 169 i = j = -1;
160 tries = 0; 170 tries = 0;
161 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
162 { 172 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rmg_rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
166 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
167 i = -1; 178 i = -1;
179
168 tries++; 180 tries++;
169 } 181 }
182
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
171 if (!chest) 185 if (!chest)
172 return; 186 return;
187
173 i = chest->x; 188 i = chest->x;
174 j = chest->y; 189 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
176 { 191 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
186 int ti, i, j; 201 int ti, i, j;
187 202
188 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
189 { 204 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 208 }
194 } 209 }
195} 210}
196 211
197/* put a chest into the map, near x and y, with the treasure style 212/* 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, 213 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 */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
200
201object * 215object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 217{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 219
209 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 221 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 222 if (i == -1)
212 { 223 {
213 the_chest->destroy (); 224 the_chest->destroy ();
214 return NULL; 225 return NULL;
215 } 226 }
216 227
217 xl = x + freearr_x[i]; 228 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 229 int yl = y + freearr_y[i];
219 230
220 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 232 if (wall_blocked (map, xl, yl))
222 return 0; 233 return 0;
223 234
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 242
232 if (tlist != NULL) 243 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 244 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 245 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 247
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 248 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 249 }
239 else 250 else
240 { /* use the style map */ 251 { /* use the style map */
241 the_chest->randomitems = tlist; 252 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 253 the_chest->stats.hp = n_treasures;
243 } 254 }
244#endif 255#endif
245 { /* neither style_map no treasure list given */ 256 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 257 treasurelist *tlist = treasurelist::find ("chest");
247 258
248 the_chest->randomitems = tlist; 259 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
250 } 261 }
251 262
252 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 264 if (treasureoptions & TRAPPED)
254 { 265 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 267
258 if (trap_map) 268 if (trap_map)
259 { 269 {
260 the_trap = pick_random_object (trap_map); 270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
261 the_trap->stats.Cha = 10 + RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
263 if (the_trap) 275 if (the_trap)
264 { 276 {
265 object *new_trap; 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 278
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 279 new_trap->x = x;
270 new_trap->y = y; 280 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
272 } 282 }
273 } 283 }
274 } 284 }
275 285
276 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 287 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 288 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 290 {
282 char keybuf[1024]; 291 char keybuf[1024];
283 292
284 sprintf (keybuf, "%d", (int) RANDOM ()); 293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
285 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
287 } 296 }
288 297
289 /* actually place the chest. */ 298 /* actually place the chest. */
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 341 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333 342
334 The idea is that you call keyplace on x,y where a door is, and it'll make 343 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door. 344 sure a key is placed on both sides of the door.
336*/ 345*/
337
338int 346int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 347keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{ 348{
341 int i, j; 349 int i, j;
342 int kx, ky; 350 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345 352
346 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 354 object *the_key = archetype::get (shstr_key2);
348 the_key->slaying = keycode; 355 the_key->slaying = keycode;
349 356
350 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
351 { 358 {
352 int tries = 0; 359 int tries = 0;
353 360
354 the_keymaster = NULL; 361 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
356 { 363 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rmg_rndm (RP->Xsize - 2) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rmg_rndm (RP->Ysize - 2) + 1;
359 tries++; 366 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 368 }
369
362 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL) 371 if (!the_keymaster)
364 { 372 {
365 int freeindex; 373 int freeindex;
366 374
367 freeindex = -1; 375 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 { 377 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rmg_rndm (RP->Xsize - 2) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rmg_rndm (RP->Ysize - 2) + 1;
372 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 381 }
374 382
383 // can freeindex ever be < 0?
375 if (freeindex != -1) 384 if (freeindex >= 0)
376 { 385 {
377 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
379 } 388 }
380 } 389 }
381 } 390 }
382 else 391 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
387 { 396 {
388 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
389 return 0; 398 return 0;
390 399
391 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 403 }
395 else 404 else
396 { 405 {
397 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 415 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 417 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); 418 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); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 420 }
421
411 return 1; 422 return 1;
412 } 423 }
413 } 424 }
414 425
415 if (the_keymaster == NULL) 426 if (!the_keymaster)
416 { 427 {
417 the_key->x = kx; 428 the_key->x = kx;
418 the_key->y = ky; 429 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 431 return 1;
421 } 432 }
422 433
423 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
424 return 1; 435 return 1;
425} 436}
426 437
427 438
428 439
465 return theMonsterToFind; 476 return theMonsterToFind;
466 } 477 }
467 } 478 }
468 479
469 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 482 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 485 return theMonsterToFind;
475 } 486 }
487
476 return theMonsterToFind; 488 return theMonsterToFind;
477} 489}
478
479 490
480/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
481 real work. */ 492 real work. */
482
483object * 493object *
484find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 495{
486 char **layout2; 496 Layout layout2 (RP);
487 int i, j; 497
498 layout2->clear ();
499
500 /* allocate and copy the layout, converting C to 0. */
501 for (int i = 0; i < layout2->w; i++)
502 for (int j = 0; j < layout2->h; j++)
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
488 505
489 theMonsterToFind = 0; 506 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 508
503 /* deallocate the temp. layout */ 509 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 510
510 return theMonsterToFind; 511 return theMonsterToFind;
511} 512}
512
513
514
515 513
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 515int *room_free_spots_x;
518int *room_free_spots_y; 516int *room_free_spots_y;
519int number_of_free_spots_in_room; 517int number_of_free_spots_in_room;
520 518
521/* the workhorse routine, which finds the free spots in a room: 519/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 520a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 521that datastructure. */
524
525void 522void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 524{
528 int i, j; 525 int i, j;
529 526
540 /* check off this point */ 537 /* check off this point */
541 layout[x][y] = 1; 538 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
542
545 /* now search all the 8 squares around recursively for free spots,in random order */ 543 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 544 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 546
551} 547}
552 548
553/* find a random non-blocked spot in this room to drop a key. */ 549/* find a random non-blocked spot in this room to drop a key. */
554void 550void
565 /* allocate and copy the layout, converting C to 0. */ 561 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 562 for (i = 0; i < RP->Xsize; i++)
567 { 563 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 564 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 565 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 566 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 567 layout2[i][j] = '#';
573 }
574 } 568 }
575 569
576 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
578 572
579 if (number_of_free_spots_in_room > 0) 573 if (number_of_free_spots_in_room > 0)
580 { 574 {
581 i = RANDOM () % number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
584 } 578 }
585 579
586 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 581 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 582 free (layout2[i]);
590 } 583
591 free (layout2); 584 free (layout2);
592 free (room_free_spots_x); 585 free (room_free_spots_x);
593 free (room_free_spots_y); 586 free (room_free_spots_y);
594} 587}
595 588
596 589
597/* searches the map for a spot with walls around it. The more 590/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 591 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 592 it'll return 0 if no FREE spots are found.*/
600
601void 593void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 594find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 595{
604 int x, y; 596 int x, y;
605 int i; 597 int i;
656 *cy = ly; 648 *cy = ly;
657 return; 649 return;
658 } 650 }
659 } 651 }
660 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
661 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 653 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 654
663 if (i != -1) 655 if (i != -1)
664 { 656 {
665 *cx = x + freearr_x[i]; 657 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 658 *cy = y + freearr_y[i];
671 *cx = -1; 663 *cx = -1;
672 *cy = -1; 664 *cy = -1;
673 } 665 }
674} 666}
675 667
676
677void 668void
678remove_monsters (int x, int y, maptile *map) 669remove_monsters (int x, int y, maptile *map)
679{ 670{
680 object *tmp; 671 object *tmp;
681 672
682 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 673 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 674 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 675 {
685 if (tmp->head) 676 if (tmp->head)
686 tmp = tmp->head; 677 tmp = tmp->head;
687 tmp->remove (); 678 tmp->remove ();
690 if (tmp == NULL) 681 if (tmp == NULL)
691 break; 682 break;
692 }; 683 };
693} 684}
694 685
695
696/* surrounds the point x,y by doors, so as to enclose something, like 686/* surrounds the point x,y by doors, so as to enclose something, like
697 a chest. It only goes as far as the 8 squares surrounding, and 687 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
699
700object ** 689object **
701surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
702{ 691{
703 int i; 692 int i;
704 char *doors[2]; 693 const char *doors[2];
705 object **doorlist; 694 object **doorlist;
706 int ndoors_made = 0; 695 int ndoors_made = 0;
707 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
708 697
709 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
721 /* place doors in all the 8 adjacent unblocked squares. */ 710 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++) 711 for (i = 1; i < 9; i++)
723 { 712 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
725 714
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
727 { /* place a door */ 716 { /* place a door */
717 remove_monsters (x1, y1, map);
718
728 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
729 720 map->insert (new_door, x1, y1);
730 new_door->x = x + freearr_x[i];
731 new_door->y = y + freearr_y[i];
732 remove_monsters (new_door->x, new_door->y, map);
733 insert_ob_in_map (new_door, map, NULL, 0);
734 doorlist[ndoors_made] = new_door; 721 doorlist[ndoors_made] = new_door;
735 ndoors_made++; 722 ndoors_made++;
736 } 723 }
737 } 724 }
725
738 return doorlist; 726 return doorlist;
739} 727}
740 728
741 729
742/* returns the first door in this square, or NULL if there isn't a door. */ 730/* returns the first door in this square, or NULL if there isn't a door. */
748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 738 return tmp;
751 return NULL; 739 return NULL;
752} 740}
753
754 741
755/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
756void 743void
757find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
758{ 745{
773 layout[x][y] = 1; 760 layout[x][y] = 1;
774 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
775 if (door) 762 if (door)
776 { 763 {
777 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
778 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
779 { 767 {
780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
781 return; 769 return;
782 } 770 }
785 } 773 }
786 } 774 }
787 else 775 else
788 { 776 {
789 layout[x][y] = 1; 777 layout[x][y] = 1;
778
790 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
791 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
792 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
793 } 784 }
794} 785}
795 786
796/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
797object ** 788object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 790{
800 char **layout2;
801 object **doorlist;
802 int i, j; 791 int i, j;
803 int ndoors = 0; 792 int ndoors = 0;
804 793
805 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 795
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
808 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
813 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 803
819 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821 806
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 807 return doorlist;
828} 808}
829
830
831 809
832/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
834
835void 812void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 814{
838 object *door; 815 object *door;
839 int i; 816 int i;
853 new_door->y = door->y; 830 new_door->y = door->y;
854 door->remove (); 831 door->remove ();
855 door->destroy (); 832 door->destroy ();
856 doorlist[i] = new_door; 833 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 834 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", (int) RANDOM ()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
859 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 837 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
861 } 838 }
862 } 839 }
863 840
874 { 851 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
879 door->face = wallface->face; 857 door->face = wallface->face;
858
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
881 wallface->remove (); 860 wallface->remove ();
861
882 wallface->destroy (); 862 wallface->destroy ();
883 } 863 }
884 } 864 }
885 } 865 }
886} 866}

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