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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.46 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
4 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen
8 *
9 * This program is free software; you can redistribute it and/or modify
10 * 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
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 * 3 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
31 * 7 *
32 * 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
33 * 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
34 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
35 * (at your option) any later version. 11 * option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * 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
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
45 * 21 *
46 * 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>
47 */ 23 */
48>>>>>>> 1.18
49 24
50/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
51 26
52#include <global.h> 27#include <global.h>
53#include <random_map.h> 28#include <random_map.h>
66#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 */
67 42
68#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 44#define PASS_DOORS 1
70 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}
71 175
72/* 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
73 * and doors but not monsters. 177 * and doors but not monsters.
74 * This function is not map tile aware. 178 * This function is not map tile aware.
75 */ 179 */
77wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
78{ 182{
79 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 184 return 1;
81 185
186 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 188}
85 189
86/* place treasures in the map, given the 190/* place treasures in the map, given the
87map, (required) 191map, (required)
88layout, (required) 192layout, (required)
99 203
100 /* bail out if treasure isn't wanted. */ 204 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 205 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
103 return; 207 return;
208
104 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
106 211
107 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 214 {
110 if (RANDOM () % 2) 215 if (rmg_rndm (2))
111 treasureoptions -= 1; 216 treasureoptions -= 1;
112 else 217 else
113 treasureoptions -= 2; 218 treasureoptions -= 2;
114 } 219 }
115 220
116 /* pick the number of treasures */ 221 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 222 if (treasureoptions & SPARSE)
118 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);
119 else if (treasureoptions & RICH) 224 else if (treasureoptions & RICH)
120 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);
121 else 226 else
122 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);
123 228
124 if (num_treasures <= 0) 229 if (num_treasures <= 0)
125 return; 230 return;
126 231
127 /* get the style map */ 232 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 233 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 235 style_map = find_style (styledirname, treasure_style, -1);
131 236
237 if (!style_map)
238 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
240 return;
241 }
242
132 /* all the treasure at one spot in the map. */ 243 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 244 if (treasureoptions & CONCENTRATED)
134 { 245 {
135
136 /* map_layout_style global, and is previously set */ 246 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 247 switch (RP->map_layout_style)
138 { 248 {
139 case LAYOUT_ONION: 249 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 250 case LAYOUT_SPIRAL:
148 for (j = 0; j < RP->Ysize; j++) 258 for (j = 0; j < RP->Ysize; j++)
149 { 259 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 260 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 { 261 {
152 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 263 object *chest;
155 264
156 if (tdiv == 3) 265 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
158 /* don't put a chest on an exit. */ 268 /* don't put a chest on an exit. */
159 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
160 if (!chest) 271 if (!chest)
161 continue; /* if no chest was placed NEXT */ 272 continue; /* if no chest was placed NEXT */
273
162 if (treasureoptions & (DOORED | HIDDEN)) 274 if (treasureoptions & (DOORED | HIDDEN))
163 { 275 {
164 doorlist = find_doors_in_room (map, i, j, RP); 276 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 278 free (doorlist);
167 } 279 }
168 } 280 }
169 } 281 }
170 } 282 }
171 break; 283 break;
172 } 284 }
285
173 default: 286 default:
174 { 287 {
175 int i, j, tries; 288 int i, j, tries;
176 object *chest; 289 object *chest;
177 object **doorlist; 290 object **doorlist;
178 291
179 i = j = -1; 292 i = j = -1;
180 tries = 0; 293 tries = 0;
181 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
182 { 295 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
299
186 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
187 i = -1; 301 i = -1;
302
188 tries++; 303 tries++;
189 } 304 }
305
190 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
191 if (!chest) 308 if (!chest)
192 return; 309 return;
310
193 i = chest->x; 311 i = chest->x;
194 j = chest->y; 312 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 313 if (treasureoptions & (DOORED | HIDDEN))
196 { 314 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
205 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
206 int ti, i, j; 324 int ti, i, j;
207 325
208 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
209 { 327 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 331 }
214 } 332 }
215} 333}
216 334
217/* 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
218 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,
219 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 */
220
221object * 338object *
222place_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)
223{ 340{
224 object *the_chest;
225 int i, xl, yl;
226
227 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
228 342
229 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
230 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
231 if (i == -1) 345 if (i == -1)
232 { 346 {
233 the_chest->destroy (); 347 the_chest->destroy ();
234 return NULL; 348 return NULL;
235 } 349 }
236 350
237 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
238 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
239 353
240 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
241 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
242 return 0; 356 return 0;
243 357
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 365
252 if (tlist != NULL) 366 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 368 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
256 370
257 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);
258 } 372 }
259 else 373 else
260 { /* use the style map */ 374 { /* use the style map */
261 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
263 } 377 }
264#endif 378#endif
265 { /* neither style_map no treasure list given */ 379 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 380 treasurelist *tlist = treasurelist::find ("chest");
267 381
268 the_chest->randomitems = tlist; 382 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 383 the_chest->stats.hp = n_treasures;
270 } 384 }
271 385
272 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
273 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
274 { 388 {
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap;
277 390
278 if (trap_map) 391 if (trap_map)
279 { 392 {
280 the_trap = pick_random_object (trap_map); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
281 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
283 if (the_trap) 398 if (the_trap)
284 { 399 {
285 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
286 401
287 new_trap = arch_to_object (the_trap->arch);
288 new_trap->copy_to (the_trap);
289 new_trap->x = x; 402 new_trap->x = x;
290 new_trap->y = y; 403 new_trap->y = y;
291 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
292 } 405 }
293 } 406 }
294 } 407 }
295 408
296 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
297 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
298 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 413 {
302 char keybuf[1024]; 414 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
303
304 sprintf (keybuf, "%d", (int) RANDOM ());
305 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
307 } 416 }
308 417
309 /* actually place the chest. */ 418 /* actually place the chest. */
310 the_chest->x = xl; 419 the_chest->x = xl;
311 the_chest->y = yl; 420 the_chest->y = yl;
312 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
313 return the_chest; 422 return the_chest;
314} 423}
315 424
316
317/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
318 or walls */ 426static object *
319object *
320find_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)
321{ 428{
322 int i; 429 int i;
323 430
324 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
340 } 447 }
341 } 448 }
342 return NULL; 449 return NULL;
343} 450}
344 451
345
346
347/* places keys in the map, preferably in something alive.
348 keycode is the key's code,
349 door_flag is either PASS_DOORS or NO_PASS_DOORS.
350 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
351 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
353
354 The idea is that you call keyplace on x,y where a door is, and it'll make
355 sure a key is placed on both sides of the door.
356*/
357int
358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
359{
360 int i, j;
361 int kx = 0, ky = 0;
362 object *the_keymaster; /* the monster that gets the key. */
363 object *the_key;
364
365 /* get a key and set its keycode */
366 the_key = get_archetype ("key2");
367 the_key->slaying = keycode;
368
369 if (door_flag == PASS_DOORS)
370 {
371 int tries = 0;
372
373 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster)
375 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
378 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP);
380 }
381
382 /* if we don't find a good keymaster, drop the key on the ground. */
383 if (!the_keymaster)
384 {
385 int freeindex;
386
387 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 }
394
395 // can freeindex ever be < 0?
396 if (freeindex >= 0)
397 {
398 kx += freearr_x [freeindex];
399 ky += freearr_y [freeindex];
400 }
401 }
402 }
403 else
404 { /* NO_PASS_DOORS --we have to work harder. */
405 /* don't try to keyplace if we're sitting on a blocked square and
406 NO_PASS_DOORS is set. */
407 if (n_keys == 1)
408 {
409 if (wall_blocked (map, x, y))
410 return 0;
411
412 the_keymaster = find_monster_in_room (map, x, y, RP);
413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
414 find_spot_in_room (map, x, y, &kx, &ky, RP);
415 }
416 else
417 {
418 int sum = 0; /* count how many keys we actually place */
419
420 /* I'm lazy, so just try to place in all 4 directions. */
421 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
422 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
427 { /* diagonally this time. */
428 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
429 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
430 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
432 }
433
434 return 1;
435 }
436 }
437
438 if (!the_keymaster)
439 {
440 the_key->x = kx;
441 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1;
444 }
445
446 insert_ob_in_ob (the_key, the_keymaster);
447 return 1;
448}
449
450
451
452/* 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. */
453 453
454object *theMonsterToFind; 454static object *theMonsterToFind;
455 455
456/* 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.
457 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 */
458 458static object *
459object *
460find_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)
461{ 460{
462 int i, j; 461 int i, j;
463 462
464 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
488 return theMonsterToFind; 487 return theMonsterToFind;
489 } 488 }
490 } 489 }
491 490
492 /* 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 */
493 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++)
494 { 493 {
495 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);
496 if (theMonsterToFind != NULL) 495 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 496 return theMonsterToFind;
498 } 497 }
498
499 return theMonsterToFind; 499 return theMonsterToFind;
500} 500}
501
502 501
503/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
504 real work. */ 503 real work. */
505
506object * 504object *
507find_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)
508{ 506{
509 char **layout2; 507 Layout layout2 (RP);
510 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] = '#';
511 516
512 theMonsterToFind = 0; 517 theMonsterToFind = 0;
513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
514 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
523 }
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 519
526 /* deallocate the temp. layout */ 520 layout2.free ();
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532 521
533 return theMonsterToFind; 522 return theMonsterToFind;
534} 523}
535 524
536/* 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 */
537int *room_free_spots_x; 526static int *room_free_spots_x;
538int *room_free_spots_y; 527static int *room_free_spots_y;
539int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
540 529
541/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
542a 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
543that datastructure. */ 532that datastructure. */
544void 533static void
545find_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)
546{ 535{
547 int i, j; 536 int i, j;
548 537
549 /* bounds check x and y */ 538 /* bounds check x and y */
561 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
564 553
565 /* 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 */
566 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++)
567 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);
568 557
569} 558}
570 559
571/* 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. */
572void 561static void
573find_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)
574{ 563{
575 char **layout2; 564 char **layout2;
576 int i, j; 565 int i, j;
577 566
592 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
594 583
595 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
596 { 585 {
597 i = RANDOM () % number_of_free_spots_in_room; 586 i = rmg_rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
600 } 589 }
601 590
602 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
610 599
611 600
612/* 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
613 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
614 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
615void 604static void
616find_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)
617{ 606{
618 int x, y; 607 int x, y;
619 int i; 608 int i;
620 609
670 *cy = ly; 659 *cy = ly;
671 return; 660 return;
672 } 661 }
673 } 662 }
674 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
675 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);
676 665
677 if (i != -1) 666 if (i != -1)
678 { 667 {
679 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
685 *cx = -1; 674 *cx = -1;
686 *cy = -1; 675 *cy = -1;
687 } 676 }
688} 677}
689 678
690
691void 679void
692remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
693{ 681{
694 object *tmp; 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
695
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 683 {
699 if (tmp->head) 684 object *next = tmp->above;
700 tmp = tmp->head; 685
701 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
702 tmp->destroy (); 687 tmp->head_ ()->destroy ();
703 tmp = GET_MAP_OB (map, x, y); 688
704 if (tmp == NULL) 689 tmp = next;
705 break;
706 }; 690 }
707} 691}
708
709 692
710/* 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
711 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
712 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
713 696static object **
714object **
715surround_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)
716{ 698{
717 int i; 699 int i;
718 char *doors[2]; 700 const char *doors[2];
719 object **doorlist; 701 object **doorlist;
720 int ndoors_made = 0; 702 int ndoors_made = 0;
721 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 */
722 704
723 /* 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 */
735 /* place doors in all the 8 adjacent unblocked squares. */ 717 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 718 for (i = 1; i < 9; i++)
737 { 719 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 721
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 723 { /* place a door */
724 remove_monsters (x1, y1, map);
725
742 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]);
743 727 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 728 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 729 ndoors_made++;
750 } 730 }
751 } 731 }
732
752 return doorlist; 733 return doorlist;
753} 734}
754 735
755
756/* 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. */
757object * 737static object *
758door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
759{ 739{
760 object *tmp;
761
762 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)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 742 return tmp;
743
765 return NULL; 744 return NULL;
766} 745}
767 746
768
769/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
770void 748static void
771find_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)
772{ 750{
773 int i, j; 751 int i, j;
774 object *door; 752 object *door;
775 753
787 layout[x][y] = 1; 765 layout[x][y] = 1;
788 door = door_in_square (map, x, y); 766 door = door_in_square (map, x, y);
789 if (door) 767 if (door)
790 { 768 {
791 doorlist[*ndoors] = door; 769 doorlist[*ndoors] = door;
770
792 if (*ndoors > 1022) /* eek! out of memory */ 771 if (*ndoors > 1022) /* eek! out of memory */
793 { 772 {
794 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");
795 return; 774 return;
796 } 775 }
799 } 778 }
800 } 779 }
801 else 780 else
802 { 781 {
803 layout[x][y] = 1; 782 layout[x][y] = 1;
783
804 /* 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 */
805 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++)
806 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);
807 } 789 }
808} 790}
809 791
810/* 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. */
811object ** 793static object **
812find_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)
813{ 795{
814 char **layout2;
815 object **doorlist;
816 int i, j; 796 int i, j;
817 int ndoors = 0; 797 int ndoors = 0;
818 798
819 doorlist = (object **) calloc (sizeof (int), 1024); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 800
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
803
822 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 805 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 806 for (j = 0; j < RP->Ysize; j++)
827 { 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 808
833 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
834 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);
835 811
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 812 return doorlist;
842} 813}
843
844
845 814
846/* 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
847 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
848 817static void
849void
850lock_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)
851{ 819{
852 object *door; 820 object *door;
853 int i; 821 int i;
854 822
855 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
856 824
857 if (opts & DOORED) 825 if (opts & DOORED)
858 { 826 {
859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
860 { 828 {
861 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
862 char keybuf[1024];
863 830
864 door = doorlist[i]; 831 door = doorlist[i];
865 new_door->face = door->face; 832 new_door->face = door->face;
866 new_door->x = door->x; 833 new_door->x = door->x;
867 new_door->y = door->y; 834 new_door->y = door->y;
868 door->remove ();
869 door->destroy (); 835 door->destroy ();
870 doorlist[i] = new_door; 836 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
873 new_door->slaying = keybuf;
874 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);
875 } 840 }
876 } 841 }
877 842
878 /* 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. */
879 if (opts & HIDDEN) 844 if (opts & HIDDEN)
888 { 853 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
893 door->face = wallface->face; 859 door->face = wallface->face;
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
895 wallface->remove ();
896 wallface->destroy (); 861 wallface->destroy ();
897 } 862 }
898 } 863 }
899 } 864 }
900} 865}

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