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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 1.52 by root, Sun Apr 11 00:34:06 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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)
65treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
66*/ 195*/
67void 196void
68place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
69{ 198{
70 char styledirname[1024];
71 char stylefilepath[1024];
72 maptile *style_map = 0;
73 int num_treasures; 199 int num_treasures;
74 200
75 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 202 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
78 return; 204 return;
205
79 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
81 208
82 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 211 {
85 if (RANDOM () % 2) 212 if (rmg_rndm (2))
86 treasureoptions -= 1; 213 treasureoptions -= 1;
87 else 214 else
88 treasureoptions -= 2; 215 treasureoptions -= 2;
89 } 216 }
90 217
91 /* pick the number of treasures */ 218 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
93 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
94 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
95 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
96 else 223 else
97 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
98 225
99 if (num_treasures <= 0) 226 if (num_treasures <= 0)
100 return; 227 return;
101 228
102 /* get the style map */ 229 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
106 237
107 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
109 { 240 {
110
111 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
113 { 243 {
114 case LAYOUT_ONION: 244 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
124 { 254 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 256 {
127 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 258 object *chest;
130 259
131 if (tdiv == 3) 260 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
133 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
134 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
135 if (!chest) 266 if (!chest)
136 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
137 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
138 { 270 {
139 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 273 free (doorlist);
142 } 274 }
143 } 275 }
144 } 276 }
145 } 277 }
146 break; 278 break;
147 } 279 }
280
148 default: 281 default:
149 { 282 {
150 int i, j, tries; 283 int i, j, tries;
151 object *chest; 284 object *chest;
152 object **doorlist; 285 object **doorlist;
153 286
154 i = j = -1; 287 i = j = -1;
155 tries = 0; 288 tries = 0;
156 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
157 { 290 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
161 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
162 i = -1; 296 i = -1;
297
163 tries++; 298 tries++;
164 } 299 }
300
165 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
166 if (!chest) 303 if (!chest)
167 return; 304 return;
305
168 i = chest->x; 306 i = chest->x;
169 j = chest->y; 307 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
171 { 309 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
181 int ti, i, j; 319 int ti, i, j;
182 320
183 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
184 { 322 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 326 }
189 } 327 }
190} 328}
191 329
192/* put a chest into the map, near x and y, with the treasure style 330/* 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, 331 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 */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
195 333static object *
196object *
197place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
198{ 335{
199 object *the_chest;
200 int i, xl, yl;
201
202 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
203 337
204 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
205 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
206 if (i == -1) 340 if (i == -1)
207 { 341 {
208 the_chest->destroy (); 342 the_chest->destroy ();
209 return NULL; 343 return NULL;
210 } 344 }
211 345
212 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
213 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
214 348
215 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
216 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
217 return 0; 351 return 0;
218 352
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 360
227 if (tlist != NULL) 361 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 363 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
231 365
232 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
233 } 367 }
234 else 368 else
235 { /* use the style map */ 369 { /* use the style map */
236 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
238 } 372 }
239#endif 373#endif
240 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
242 376
243 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
245 } 379 }
246 380
247 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
248 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
249 { 383 {
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap;
252 385
253 if (trap_map) 386 if (trap_map)
254 { 387 {
255 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
256 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
258 if (the_trap) 393 if (the_trap)
259 { 394 {
260 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
261 396
262 new_trap = arch_to_object (the_trap->arch);
263 new_trap->copy_to (the_trap);
264 new_trap->x = x; 397 new_trap->x = x;
265 new_trap->y = y; 398 new_trap->y = y;
266 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
267 } 400 }
268 } 401 }
269 } 402 }
270 403
271 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
272 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
273 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 408 {
277 char keybuf[1024]; 409 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); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
282 } 411 }
283 412
284 /* actually place the chest. */ 413 /* actually place the chest. */
285 the_chest->x = xl; 414 the_chest->x = xl;
286 the_chest->y = yl; 415 the_chest->y = yl;
287 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
288 return the_chest; 417 return the_chest;
289} 418}
290 419
291
292/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
293 or walls */ 421static object *
294object *
295find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
296{ 423{
297 int i; 424 int i;
298 425
299 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
307 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
308 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
309 { 436 {
310 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
311 438
312 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
313 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
314 return the_monster; 441 return the_monster;
315 } 442 }
316 } 443 }
317 return NULL; 444 return NULL;
318} 445}
319 446
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. */ 447/* both find_monster_in_room routines need to have access to this. */
428 448
429object *theMonsterToFind; 449static object *theMonsterToFind;
430 450
431/* a recursive routine which will return a monster, eventually,if there is one. 451/* 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 */ 452 it does a check-off on the layout, converting 0's to 1's */
433 453static object *
434object *
435find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
436{ 455{
437 int i, j; 456 int i, j;
438 457
439 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
454 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
455 { 474 {
456 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
457 476
458 /* check off this point */ 477 /* check off this point */
459 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
460 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
461 { 480 {
462 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
463 return theMonsterToFind; 482 return theMonsterToFind;
464 } 483 }
465 } 484 }
466 485
467 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* 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++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
469 { 488 {
470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 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) 490 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 491 return theMonsterToFind;
473 } 492 }
493
474 return theMonsterToFind; 494 return theMonsterToFind;
475} 495}
476
477 496
478/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
479 real work. */ 498 real work. */
480 499static object *
481object *
482find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
483{ 501{
484 char **layout2; 502 Layout layout2 (RP);
485 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
486 511
487 theMonsterToFind = 0; 512 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); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 514
501 /* deallocate the temp. layout */ 515 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 516
508 return theMonsterToFind; 517 return theMonsterToFind;
509} 518}
510 519
511/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
512int *room_free_spots_x; 521static int *room_free_spots_x;
513int *room_free_spots_y; 522static int *room_free_spots_y;
514int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
515 524
516/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
517a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
518that datastructure. */ 527that datastructure. */
519void 528static void
520find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
521{ 530{
522 int i, j; 531 int i, j;
523 532
524 /* bounds check x and y */ 533 /* bounds check x and y */
536 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
539 548
540 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* 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++) 550 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); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
543 552
544} 553}
545 554
546/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
547void 556static void
548find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
549{ 558{
550 char **layout2; 559 char **layout2;
551 int i, j; 560 int i, j;
552 561
567 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
569 578
570 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
571 { 580 {
572 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
575 } 584 }
576 585
577 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
585 594
586 595
587/* searches the map for a spot with walls around it. The more 596/* 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 597 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.*/ 598 it'll return 0 if no FREE spots are found.*/
590void 599static void
591find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
592{ 601{
593 int x, y; 602 int x, y;
594 int i; 603 int i;
595 604
645 *cy = ly; 654 *cy = ly;
646 return; 655 return;
647 } 656 }
648 } 657 }
649 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
650 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
651 660
652 if (i != -1) 661 if (i != -1)
653 { 662 {
654 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
660 *cx = -1; 669 *cx = -1;
661 *cy = -1; 670 *cy = -1;
662 } 671 }
663} 672}
664 673
665 674static void
666void
667remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
668{ 676{
669 object *tmp; 677 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 { 678 {
674 if (tmp->head) 679 object *next = tmp->above;
675 tmp = tmp->head; 680
676 tmp->remove (); 681 if (tmp->flag [FLAG_ALIVE])
677 tmp->destroy (); 682 tmp->head_ ()->destroy ();
678 tmp = GET_MAP_OB (map, x, y); 683
679 if (tmp == NULL) 684 tmp = next;
680 break;
681 }; 685 }
682} 686}
683
684 687
685/* surrounds the point x,y by doors, so as to enclose something, like 688/* 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 689 a chest. It only goes as far as the 8 squares surrounding, and
687 it'll remove any monsters it finds.*/ 690 it'll remove any monsters it finds.*/
688 691static object **
689object **
690surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 692surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
691{ 693{
692 int i; 694 int i;
693 char *doors[2]; 695 const char *doors[2];
694 object **doorlist; 696 object **doorlist;
695 int ndoors_made = 0; 697 int ndoors_made = 0;
696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 698 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
697 699
698 /* this is a list we pick from, for horizontal and vertical doors */ 700 /* this is a list we pick from, for horizontal and vertical doors */
710 /* place doors in all the 8 adjacent unblocked squares. */ 712 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 713 for (i = 1; i < 9; i++)
712 { 714 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 715 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 716
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 717 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 718 { /* place a door */
719 remove_monsters (x1, y1, map);
720
717 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 721 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
718 722 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; 723 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 724 ndoors_made++;
725 } 725 }
726 } 726 }
727
727 return doorlist; 728 return doorlist;
728} 729}
729 730
730
731/* returns the first door in this square, or NULL if there isn't a door. */ 731/* returns the first door in this square, or NULL if there isn't a door. */
732object * 732static object *
733door_in_square (maptile *map, int x, int y) 733door_in_square (maptile *map, int x, int y)
734{ 734{
735 object *tmp;
736
737 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 737 return tmp;
738
740 return NULL; 739 return NULL;
741} 740}
742 741
743
744/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
745void 743static void
746find_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)
747{ 745{
748 int i, j; 746 int i, j;
749 object *door; 747 object *door;
750 748
762 layout[x][y] = 1; 760 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
764 if (door) 762 if (door)
765 { 763 {
766 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
767 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
768 { 767 {
769 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");
770 return; 769 return;
771 } 770 }
774 } 773 }
775 } 774 }
776 else 775 else
777 { 776 {
778 layout[x][y] = 1; 777 layout[x][y] = 1;
778
779 /* 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 */
780 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++)
781 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);
782 } 784 }
783} 785}
784 786
785/* 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. */
786object ** 788static object **
787find_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)
788{ 790{
789 char **layout2;
790 object **doorlist;
791 int i, j; 791 int i, j;
792 int ndoors = 0; 792 int ndoors = 0;
793 793
794 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 795
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
797 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 800 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++) 801 for (j = 0; j < RP->Ysize; j++)
802 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#';
805 }
806 }
807 803
808 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
809 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);
810 806
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 807 return doorlist;
817} 808}
818
819
820 809
821/* 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
822 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
823 812static void
824void
825lock_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)
826{ 814{
827 object *door; 815 object *door;
828 int i; 816 int i;
829 817
830 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
831 819
832 if (opts & DOORED) 820 if (opts & DOORED)
833 { 821 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
835 { 823 {
836 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
837 char keybuf[1024];
838 825
839 door = doorlist[i]; 826 door = doorlist[i];
840 new_door->face = door->face; 827 new_door->face = door->face;
841 new_door->x = door->x; 828 new_door->x = door->x;
842 new_door->y = door->y; 829 new_door->y = door->y;
843 door->remove ();
844 door->destroy (); 830 door->destroy ();
845 doorlist[i] = new_door; 831 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 833 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); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
850 } 835 }
851 } 836 }
852 837
853 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
854 if (opts & HIDDEN) 839 if (opts & HIDDEN)
863 { 848 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
868 door->face = wallface->face; 854 door->face = wallface->face;
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
870 wallface->remove ();
871 wallface->destroy (); 856 wallface->destroy ();
872 } 857 }
873 } 858 }
874 } 859 }
875} 860}

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