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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.47 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26 26
27#include <global.h> 27#include <global.h>
41#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 */
42 42
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 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}
46 175
47/* 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
48 * and doors but not monsters. 177 * and doors but not monsters.
49 * This function is not map tile aware. 178 * This function is not map tile aware.
50 */ 179 */
52wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
53{ 182{
54 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 184 return 1;
56 185
186 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 188}
60 189
61/* place treasures in the map, given the 190/* place treasures in the map, given the
62map, (required) 191map, (required)
63layout, (required) 192layout, (required)
74 203
75 /* bail out if treasure isn't wanted. */ 204 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 205 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
78 return; 207 return;
208
79 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
81 211
82 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 214 {
85 if (RANDOM () % 2) 215 if (rmg_rndm (2))
86 treasureoptions -= 1; 216 treasureoptions -= 1;
87 else 217 else
88 treasureoptions -= 2; 218 treasureoptions -= 2;
89 } 219 }
90 220
91 /* pick the number of treasures */ 221 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 222 if (treasureoptions & SPARSE)
93 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);
94 else if (treasureoptions & RICH) 224 else if (treasureoptions & RICH)
95 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);
96 else 226 else
97 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);
98 228
99 if (num_treasures <= 0) 229 if (num_treasures <= 0)
100 return; 230 return;
101 231
102 /* get the style map */ 232 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 233 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 235 style_map = find_style (styledirname, treasure_style, -1);
106 236
237 if (!style_map)
238 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
240 return;
241 }
242
107 /* all the treasure at one spot in the map. */ 243 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 244 if (treasureoptions & CONCENTRATED)
109 { 245 {
110
111 /* map_layout_style global, and is previously set */ 246 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 247 switch (RP->map_layout_style)
113 { 248 {
114 case LAYOUT_ONION: 249 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 250 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 258 for (j = 0; j < RP->Ysize; j++)
124 { 259 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 260 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 261 {
127 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 263 object *chest;
130 264
131 if (tdiv == 3) 265 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
133 /* don't put a chest on an exit. */ 268 /* don't put a chest on an exit. */
134 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
135 if (!chest) 271 if (!chest)
136 continue; /* if no chest was placed NEXT */ 272 continue; /* if no chest was placed NEXT */
273
137 if (treasureoptions & (DOORED | HIDDEN)) 274 if (treasureoptions & (DOORED | HIDDEN))
138 { 275 {
139 doorlist = find_doors_in_room (map, i, j, RP); 276 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 278 free (doorlist);
142 } 279 }
143 } 280 }
144 } 281 }
145 } 282 }
146 break; 283 break;
147 } 284 }
285
148 default: 286 default:
149 { 287 {
150 int i, j, tries; 288 int i, j, tries;
151 object *chest; 289 object *chest;
152 object **doorlist; 290 object **doorlist;
153 291
154 i = j = -1; 292 i = j = -1;
155 tries = 0; 293 tries = 0;
156 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
157 { 295 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
299
161 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
162 i = -1; 301 i = -1;
302
163 tries++; 303 tries++;
164 } 304 }
305
165 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
166 if (!chest) 308 if (!chest)
167 return; 309 return;
310
168 i = chest->x; 311 i = chest->x;
169 j = chest->y; 312 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 313 if (treasureoptions & (DOORED | HIDDEN))
171 { 314 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
181 int ti, i, j; 324 int ti, i, j;
182 325
183 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
184 { 327 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 331 }
189 } 332 }
190} 333}
191 334
192/* 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
193 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,
194 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 */
195 338static object *
196object *
197place_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)
198{ 340{
199 object *the_chest;
200 int i, xl, yl;
201
202 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
203 342
204 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
205 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
206 if (i == -1) 345 if (i == -1)
207 { 346 {
208 the_chest->destroy (); 347 the_chest->destroy ();
209 return NULL; 348 return NULL;
210 } 349 }
211 350
212 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
213 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
214 353
215 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
216 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
217 return 0; 356 return 0;
218 357
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 365
227 if (tlist != NULL) 366 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 368 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
231 370
232 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);
233 } 372 }
234 else 373 else
235 { /* use the style map */ 374 { /* use the style map */
236 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
238 } 377 }
239#endif 378#endif
240 { /* neither style_map no treasure list given */ 379 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 380 treasurelist *tlist = treasurelist::find ("chest");
242 381
243 the_chest->randomitems = tlist; 382 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 383 the_chest->stats.hp = n_treasures;
245 } 384 }
246 385
247 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
248 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
249 { 388 {
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap;
252 390
253 if (trap_map) 391 if (trap_map)
254 { 392 {
255 the_trap = pick_random_object (trap_map); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
256 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
258 if (the_trap) 398 if (the_trap)
259 { 399 {
260 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
261 401
262 new_trap = arch_to_object (the_trap->arch);
263 new_trap->copy_to (the_trap);
264 new_trap->x = x; 402 new_trap->x = x;
265 new_trap->y = y; 403 new_trap->y = y;
266 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
267 } 405 }
268 } 406 }
269 } 407 }
270 408
271 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
272 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
273 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 413 {
277 char keybuf[1024]; 414 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
278
279 sprintf (keybuf, "%d", (int) RANDOM ());
280 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
282 } 416 }
283 417
284 /* actually place the chest. */ 418 /* actually place the chest. */
285 the_chest->x = xl; 419 the_chest->x = xl;
286 the_chest->y = yl; 420 the_chest->y = yl;
287 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
288 return the_chest; 422 return the_chest;
289} 423}
290 424
291
292/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
293 or walls */ 426static object *
294object *
295find_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)
296{ 428{
297 int i; 429 int i;
298 430
299 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
315 } 447 }
316 } 448 }
317 return NULL; 449 return NULL;
318} 450}
319 451
320
321
322/* places keys in the map, preferably in something alive.
323 keycode is the key's code,
324 door_flag is either PASS_DOORS or NO_PASS_DOORS.
325 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
326 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
327 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
328
329 The idea is that you call keyplace on x,y where a door is, and it'll make
330 sure a key is placed on both sides of the door.
331*/
332int
333keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
334{
335 int i, j;
336 int kx = 0, ky = 0;
337 object *the_keymaster; /* the monster that gets the key. */
338 object *the_key;
339
340 /* get a key and set its keycode */
341 the_key = get_archetype ("key2");
342 the_key->slaying = keycode;
343
344 if (door_flag == PASS_DOORS)
345 {
346 int tries = 0;
347
348 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster)
350 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1;
353 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP);
355 }
356
357 /* if we don't find a good keymaster, drop the key on the ground. */
358 if (!the_keymaster)
359 {
360 int freeindex;
361
362 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
368 }
369
370 // can freeindex ever be < 0?
371 if (freeindex >= 0)
372 {
373 kx += freearr_x [freeindex];
374 ky += freearr_y [freeindex];
375 }
376 }
377 }
378 else
379 { /* NO_PASS_DOORS --we have to work harder. */
380 /* don't try to keyplace if we're sitting on a blocked square and
381 NO_PASS_DOORS is set. */
382 if (n_keys == 1)
383 {
384 if (wall_blocked (map, x, y))
385 return 0;
386
387 the_keymaster = find_monster_in_room (map, x, y, RP);
388 if (!the_keymaster) /* if fail, find a spot to drop the key. */
389 find_spot_in_room (map, x, y, &kx, &ky, RP);
390 }
391 else
392 {
393 int sum = 0; /* count how many keys we actually place */
394
395 /* I'm lazy, so just try to place in all 4 directions. */
396 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
397 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
400
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 }
408
409 return 1;
410 }
411 }
412
413 if (!the_keymaster)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423}
424
425
426
427/* 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. */
428 453
429object *theMonsterToFind; 454static object *theMonsterToFind;
430 455
431/* 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.
432 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 */
433 458static object *
434object *
435find_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)
436{ 460{
437 int i, j; 461 int i, j;
438 462
439 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
463 return theMonsterToFind; 487 return theMonsterToFind;
464 } 488 }
465 } 489 }
466 490
467 /* 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 */
468 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++)
469 { 493 {
470 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);
471 if (theMonsterToFind != NULL) 495 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 496 return theMonsterToFind;
473 } 497 }
498
474 return theMonsterToFind; 499 return theMonsterToFind;
475} 500}
476
477 501
478/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
479 real work. */ 503 real work. */
480 504static object *
481object *
482find_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)
483{ 506{
484 char **layout2; 507 Layout layout2 (RP);
485 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] = '#';
486 516
487 theMonsterToFind = 0; 517 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 519
501 /* deallocate the temp. layout */ 520 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 521
508 return theMonsterToFind; 522 return theMonsterToFind;
509} 523}
510 524
511/* 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 */
512int *room_free_spots_x; 526static int *room_free_spots_x;
513int *room_free_spots_y; 527static int *room_free_spots_y;
514int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
515 529
516/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
517a 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
518that datastructure. */ 532that datastructure. */
519void 533static void
520find_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)
521{ 535{
522 int i, j; 536 int i, j;
523 537
524 /* bounds check x and y */ 538 /* bounds check x and y */
536 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
539 553
540 /* 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 */
541 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++)
542 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);
543 557
544} 558}
545 559
546/* 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. */
547void 561static void
548find_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)
549{ 563{
550 char **layout2; 564 char **layout2;
551 int i, j; 565 int i, j;
552 566
567 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
569 583
570 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
571 { 585 {
572 i = RANDOM () % number_of_free_spots_in_room; 586 i = rmg_rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
575 } 589 }
576 590
577 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
585 599
586 600
587/* 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
588 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
589 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
590void 604static void
591find_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)
592{ 606{
593 int x, y; 607 int x, y;
594 int i; 608 int i;
595 609
645 *cy = ly; 659 *cy = ly;
646 return; 660 return;
647 } 661 }
648 } 662 }
649 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
650 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);
651 665
652 if (i != -1) 666 if (i != -1)
653 { 667 {
654 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
660 *cx = -1; 674 *cx = -1;
661 *cy = -1; 675 *cy = -1;
662 } 676 }
663} 677}
664 678
665 679static void
666void
667remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
668{ 681{
669 object *tmp; 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
670
671 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 683 {
674 if (tmp->head) 684 object *next = tmp->above;
675 tmp = tmp->head; 685
676 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
677 tmp->destroy (); 687 tmp->head_ ()->destroy ();
678 tmp = GET_MAP_OB (map, x, y); 688
679 if (tmp == NULL) 689 tmp = next;
680 break;
681 }; 690 }
682} 691}
683
684 692
685/* 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
686 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
687 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
688 696static object **
689object **
690surround_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)
691{ 698{
692 int i; 699 int i;
693 char *doors[2]; 700 const char *doors[2];
694 object **doorlist; 701 object **doorlist;
695 int ndoors_made = 0; 702 int ndoors_made = 0;
696 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 */
697 704
698 /* 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 */
710 /* place doors in all the 8 adjacent unblocked squares. */ 717 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 718 for (i = 1; i < 9; i++)
712 { 719 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 721
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 723 { /* place a door */
724 remove_monsters (x1, y1, map);
725
717 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]);
718 727 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 728 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 729 ndoors_made++;
725 } 730 }
726 } 731 }
732
727 return doorlist; 733 return doorlist;
728} 734}
729 735
730
731/* 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. */
732object * 737static object *
733door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
734{ 739{
735 object *tmp;
736
737 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)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 742 return tmp;
743
740 return NULL; 744 return NULL;
741} 745}
742 746
743
744/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
745void 748static void
746find_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)
747{ 750{
748 int i, j; 751 int i, j;
749 object *door; 752 object *door;
750 753
762 layout[x][y] = 1; 765 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 766 door = door_in_square (map, x, y);
764 if (door) 767 if (door)
765 { 768 {
766 doorlist[*ndoors] = door; 769 doorlist[*ndoors] = door;
770
767 if (*ndoors > 1022) /* eek! out of memory */ 771 if (*ndoors > 1022) /* eek! out of memory */
768 { 772 {
769 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");
770 return; 774 return;
771 } 775 }
774 } 778 }
775 } 779 }
776 else 780 else
777 { 781 {
778 layout[x][y] = 1; 782 layout[x][y] = 1;
783
779 /* 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 */
780 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++)
781 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);
782 } 789 }
783} 790}
784 791
785/* 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. */
786object ** 793static object **
787find_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)
788{ 795{
789 char **layout2;
790 object **doorlist;
791 int i, j; 796 int i, j;
792 int ndoors = 0; 797 int ndoors = 0;
793 798
794 doorlist = (object **) calloc (sizeof (int), 1024); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 800
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
803
797 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 805 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 806 for (j = 0; j < RP->Ysize; j++)
802 { 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#';
805 }
806 }
807 808
808 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
809 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);
810 811
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 812 return doorlist;
817} 813}
818
819
820 814
821/* 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
822 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
823 817static void
824void
825lock_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)
826{ 819{
827 object *door; 820 object *door;
828 int i; 821 int i;
829 822
830 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
831 824
832 if (opts & DOORED) 825 if (opts & DOORED)
833 { 826 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
835 { 828 {
836 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
837 char keybuf[1024];
838 830
839 door = doorlist[i]; 831 door = doorlist[i];
840 new_door->face = door->face; 832 new_door->face = door->face;
841 new_door->x = door->x; 833 new_door->x = door->x;
842 new_door->y = door->y; 834 new_door->y = door->y;
843 door->remove ();
844 door->destroy (); 835 door->destroy ();
845 doorlist[i] = new_door; 836 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
848 new_door->slaying = keybuf;
849 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);
850 } 840 }
851 } 841 }
852 842
853 /* 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. */
854 if (opts & HIDDEN) 844 if (opts & HIDDEN)
863 { 853 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
868 door->face = wallface->face; 859 door->face = wallface->face;
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
870 wallface->remove ();
871 wallface->destroy (); 861 wallface->destroy ();
872 } 862 }
873 } 863 }
874 } 864 }
875} 865}

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