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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.25 by root, Sat Feb 17 23:32:11 2007 UTC vs.
Revision 1.45 by root, Mon Oct 12 14:00:58 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>
46/* a macro to get a strongly centered random distribution, 46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */ 47 from 0 to x, centered at x/2 */
48static int 48static int
49bc_random (int x) 49bc_random (int x)
50{ 50{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3; 51 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
52}
53
54static object *
55gen_key (const shstr &keycode)
56{
57 /* get a key and set its keycode */
58 object *key = archetype::get (shstr_key_random_map);
59 key->slaying = keycode;
60 return key;
61}
62
63/* places keys in the map, preferably in something alive.
64 keycode is the key's code,
65 door_flag is either PASS_DOORS or NO_PASS_DOORS.
66 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
67 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
68 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
69
70 The idea is that you call keyplace on x,y where a door is, and it'll make
71 sure a key is placed on both sides of the door.
72*/
73static int
74keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
75{
76 int i, j;
77 int kx = 0, ky = 0;
78 object *the_keymaster; /* the monster that gets the key. */
79 object *the_key = gen_key (keycode);
80
81 if (door_flag == PASS_DOORS)
82 {
83 int tries = 0;
84
85 the_keymaster = 0;
86 while (tries < 15 && !the_keymaster)
87 {
88 i = rmg_rndm (RP->Xsize - 2) + 1;
89 j = rmg_rndm (RP->Ysize - 2) + 1;
90 tries++;
91 the_keymaster = find_closest_monster (map, i, j, RP);
92 }
93
94 /* if we don't find a good keymaster, drop the key on the ground. */
95 if (!the_keymaster)
96 {
97 int freeindex;
98
99 freeindex = -1;
100 for (tries = 0; tries < 15 && freeindex == -1; tries++)
101 {
102 kx = rmg_rndm (RP->Xsize - 2) + 1;
103 ky = rmg_rndm (RP->Ysize - 2) + 1;
104 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
105 }
106
107 // can freeindex ever be < 0?
108 if (freeindex >= 0)
109 {
110 kx += freearr_x [freeindex];
111 ky += freearr_y [freeindex];
112 }
113 }
114 }
115 else
116 { /* NO_PASS_DOORS --we have to work harder. */
117 /* don't try to keyplace if we're sitting on a blocked square and
118 NO_PASS_DOORS is set. */
119 if (n_keys == 1)
120 {
121 if (wall_blocked (map, x, y))
122 {
123 the_key->destroy ();
124 return 0;
125 }
126
127 the_keymaster = find_monster_in_room (map, x, y, RP);
128 if (!the_keymaster) /* if fail, find a spot to drop the key. */
129 find_spot_in_room (map, x, y, &kx, &ky, RP);
130 }
131 else
132 {
133 int sum = 0; /* count how many keys we actually place */
134
135 /* I'm lazy, so just try to place in all 4 directions. */
136 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
140
141 if (sum < 2) /* we might have made a disconnected map-place more keys. */
142 { /* diagonally this time. */
143 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
144 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
147 }
148
149 the_key->destroy ();
150 return 1;
151 }
152 }
153
154 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key);
156 else
157 {
158 the_key->x = kx;
159 the_key->y = ky;
160 insert_ob_in_map (the_key, map, NULL, 0);
161 }
162
163 return 1;
52} 164}
53 165
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 166/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 167 * and doors but not monsters.
56 * This function is not map tile aware. 168 * This function is not map tile aware.
59wall_blocked (maptile *m, int x, int y) 171wall_blocked (maptile *m, int x, int y)
60{ 172{
61 if (OUT_OF_REAL_MAP (m, x, y)) 173 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1; 174 return 1;
63 175
176 m->at (x, y).update ();
64 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65 return r;
66} 178}
67 179
68/* place treasures in the map, given the 180/* place treasures in the map, given the
69map, (required) 181map, (required)
70layout, (required) 182layout, (required)
83 if (treasure_style) 195 if (treasure_style)
84 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
85 return; 197 return;
86 198
87 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
88 treasureoptions = rndm (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
89 201
90 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
92 { 204 {
93 if (rndm (2)) 205 if (rmg_rndm (2))
94 treasureoptions -= 1; 206 treasureoptions -= 1;
95 else 207 else
96 treasureoptions -= 2; 208 treasureoptions -= 2;
97 } 209 }
98 210
119 } 231 }
120 232
121 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
122 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
123 { 235 {
124
125 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
126 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
127 { 238 {
128 case LAYOUT_ONION: 239 case LAYOUT_ONION:
129 case LAYOUT_SPIRAL: 240 case LAYOUT_SPIRAL:
137 for (j = 0; j < RP->Ysize; j++) 248 for (j = 0; j < RP->Ysize; j++)
138 { 249 {
139 if (layout[i][j] == 'C' || layout[i][j] == '>') 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
140 { 251 {
141 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
142 object **doorlist;
143 object *chest; 253 object *chest;
144 254
145 if (tdiv == 3) 255 if (tdiv == 3)
146 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
147 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
148 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 259 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
260
149 if (!chest) 261 if (!chest)
150 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
263
151 if (treasureoptions & (DOORED | HIDDEN)) 264 if (treasureoptions & (DOORED | HIDDEN))
152 { 265 {
153 doorlist = find_doors_in_room (map, i, j, RP); 266 object **doorlist = find_doors_in_room (map, i, j, RP);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist); 268 free (doorlist);
156 } 269 }
157 } 270 }
158 } 271 }
159 } 272 }
160 break; 273 break;
161 } 274 }
275
162 default: 276 default:
163 { 277 {
164 int i, j, tries; 278 int i, j, tries;
165 object *chest; 279 object *chest;
166 object **doorlist; 280 object **doorlist;
167 281
168 i = j = -1; 282 i = j = -1;
169 tries = 0; 283 tries = 0;
170 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
171 { 285 {
172 i = rndm (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
175 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
176 i = -1; 291 i = -1;
292
177 tries++; 293 tries++;
178 } 294 }
295
179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 296 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
297
180 if (!chest) 298 if (!chest)
181 return; 299 return;
300
182 i = chest->x; 301 i = chest->x;
183 j = chest->y; 302 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
185 { 304 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
194 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
195 int ti, i, j; 314 int ti, i, j;
196 315
197 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
198 { 317 {
199 i = rndm (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 321 }
203 } 322 }
204} 323}
205 324
206/* put a chest into the map, near x and y, with the treasure style 325/* put a chest into the map, near x and y, with the treasure style
207 determined (may be null, or may be a treasure list from lib/treasures, 326 determined (may be null, or may be a treasure list from lib/treasures,
208 if the global variable "treasurestyle" is set to that treasure list's name */ 327 if the global variable "treasurestyle" is set to that treasure list's name */
209
210object * 328object *
211place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
212{ 330{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 332
218 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
219 i = find_first_free_spot (the_chest, map, x, y); 334 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
220 if (i == -1) 335 if (i == -1)
221 { 336 {
222 the_chest->destroy (); 337 the_chest->destroy ();
223 return NULL; 338 return NULL;
224 } 339 }
225 340
226 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
227 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
228 343
229 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
231 return 0; 346 return 0;
232 347
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 355
241 if (tlist != NULL) 356 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 358 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 360
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
247 } 362 }
248 else 363 else
249 { /* use the style map */ 364 { /* use the style map */
250 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
252 } 367 }
253#endif 368#endif
254 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
255 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
256 371
257 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
258 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
259 } 374 }
260 375
261 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
263 { 378 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
265 object *the_trap;
266 380
267 if (trap_map) 381 if (trap_map)
268 { 382 {
269 the_trap = trap_map->pick_random_object (); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
270 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
272 if (the_trap) 388 if (the_trap)
273 { 389 {
274 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 391
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 392 new_trap->x = x;
279 new_trap->y = y; 393 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
281 } 395 }
282 } 396 }
285 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
286 the lockcode. It's not worth bothering to lock the chest if 400 the lockcode. It's not worth bothering to lock the chest if
287 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 403 {
290 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 406 }
296 407
297 /* actually place the chest. */ 408 /* actually place the chest. */
298 the_chest->x = xl; 409 the_chest->x = xl;
299 the_chest->y = yl; 410 the_chest->y = yl;
328 } 439 }
329 } 440 }
330 return NULL; 441 return NULL;
331} 442}
332 443
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345int
346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347{
348 int i, j;
349 int kx = 0, ky = 0;
350 object *the_keymaster; /* the monster that gets the key. */
351 object *the_key;
352
353 /* get a key and set its keycode */
354 the_key = get_archetype ("key2");
355 the_key->slaying = keycode;
356
357 if (door_flag == PASS_DOORS)
358 {
359 int tries = 0;
360
361 the_keymaster = 0;
362 while (tries < 15 && !the_keymaster)
363 {
364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
366 tries++;
367 the_keymaster = find_closest_monster (map, i, j, RP);
368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (!the_keymaster)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
389 }
390 }
391 else
392 { /* NO_PASS_DOORS --we have to work harder. */
393 /* don't try to keyplace if we're sitting on a blocked square and
394 NO_PASS_DOORS is set. */
395 if (n_keys == 1)
396 {
397 if (wall_blocked (map, x, y))
398 return 0;
399
400 the_keymaster = find_monster_in_room (map, x, y, RP);
401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
402 find_spot_in_room (map, x, y, &kx, &ky, RP);
403 }
404 else
405 {
406 int sum = 0; /* count how many keys we actually place */
407
408 /* I'm lazy, so just try to place in all 4 directions. */
409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
415 { /* diagonally this time. */
416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
431 return 1;
432 }
433
434 insert_ob_in_ob (the_key, the_keymaster);
435 return 1;
436}
437
438
439
440/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
441 445
442object *theMonsterToFind; 446object *theMonsterToFind;
443 447
444/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
476 return theMonsterToFind; 480 return theMonsterToFind;
477 } 481 }
478 } 482 }
479 483
480 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
482 { 486 {
483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
484 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
485 return theMonsterToFind; 489 return theMonsterToFind;
486 } 490 }
491
487 return theMonsterToFind; 492 return theMonsterToFind;
488} 493}
489
490 494
491/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
492 real work. */ 496 real work. */
493
494object * 497object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
496{ 499{
497 char **layout2; 500 Layout layout2 (RP);
498 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
499 509
500 theMonsterToFind = 0; 510 theMonsterToFind = 0;
501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
502 /* allocate and copy the layout, converting C to 0. */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
506 for (j = 0; j < RP->Ysize; j++)
507 {
508 if (wall_blocked (map, i, j))
509 layout2[i][j] = '#';
510 }
511 }
512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
513 512
514 /* deallocate the temp. layout */ 513 layout2.free ();
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 free (layout2[i]);
518 }
519 free (layout2);
520 514
521 return theMonsterToFind; 515 return theMonsterToFind;
522} 516}
523 517
524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
549 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
550 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
551 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
552 546
553 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
554 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
555 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
556 550
557} 551}
558 552
559/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
580 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
581 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
582 576
583 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
584 { 578 {
585 i = rndm (number_of_free_spots_in_room); 579 i = rmg_rndm (number_of_free_spots_in_room);
586 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
587 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
588 } 582 }
589 583
590 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
658 *cy = ly; 652 *cy = ly;
659 return; 653 return;
660 } 654 }
661 } 655 }
662 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
663 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
664 658
665 if (i != -1) 659 if (i != -1)
666 { 660 {
667 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
668 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
676} 670}
677 671
678void 672void
679remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
680{ 674{
681 object *tmp;
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 676 {
686 if (tmp->head) 677 object *next = tmp->above;
687 tmp = tmp->head; 678
688 tmp->remove (); 679 if (tmp->flag [FLAG_ALIVE])
689 tmp->destroy (); 680 tmp->head_ ()->destroy ();
690 tmp = GET_MAP_OB (map, x, y); 681
691 if (tmp == NULL) 682 tmp = next;
692 break;
693 }; 683 }
694} 684}
695 685
696/* surrounds the point x,y by doors, so as to enclose something, like 686/* surrounds the point x,y by doors, so as to enclose something, like
697 a chest. It only goes as far as the 8 squares surrounding, and 687 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
699object ** 689object **
700surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
701{ 691{
702 int i; 692 int i;
703 char *doors[2]; 693 const char *doors[2];
704 object **doorlist; 694 object **doorlist;
705 int ndoors_made = 0; 695 int ndoors_made = 0;
706 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
707 697
708 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
746 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
747 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
748 return tmp; 738 return tmp;
749 return NULL; 739 return NULL;
750} 740}
751
752 741
753/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
754void 743void
755find_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)
756{ 745{
771 layout[x][y] = 1; 760 layout[x][y] = 1;
772 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
773 if (door) 762 if (door)
774 { 763 {
775 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
776 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
777 { 767 {
778 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");
779 return; 769 return;
780 } 770 }
785 else 775 else
786 { 776 {
787 layout[x][y] = 1; 777 layout[x][y] = 1;
788 778
789 /* 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 */
790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
791 find_doors_in_room_recursive (layout, map, 781 find_doors_in_room_recursive (layout, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
793 doorlist, ndoors, RP); 783 doorlist, ndoors, RP);
794 } 784 }
795} 785}
796 786
797/* 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. */
798object ** 788object **
799find_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)
800{ 790{
801 char **layout2;
802 object **doorlist;
803 int i, j; 791 int i, j;
804 int ndoors = 0; 792 int ndoors = 0;
805 793
806 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 795
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
809 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
814 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 803
820 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
821 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);
822 806
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 807 return doorlist;
829} 808}
830
831
832 809
833/* 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
834 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
835
836void 812void
837lock_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)
838{ 814{
839 object *door; 815 object *door;
840 int i; 816 int i;
841 817
842 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
843 819
844 if (opts & DOORED) 820 if (opts & DOORED)
845 { 821 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
847 { 823 {
848 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
849 char keybuf[1024];
850 825
851 door = doorlist[i]; 826 door = doorlist[i];
852 new_door->face = door->face; 827 new_door->face = door->face;
853 new_door->x = door->x; 828 new_door->x = door->x;
854 new_door->y = door->y; 829 new_door->y = door->y;
855 door->remove ();
856 door->destroy (); 830 door->destroy ();
857 doorlist[i] = new_door; 831 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", rndm (1000000000)); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
860 new_door->slaying = keybuf;
861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
862 } 835 }
863 } 836 }
864 837
865 /* 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. */
866 if (opts & HIDDEN) 839 if (opts & HIDDEN)
875 { 848 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
880 door->face = wallface->face; 854 door->face = wallface->face;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
882 wallface->remove ();
883 wallface->destroy (); 856 wallface->destroy ();
884 } 857 }
885 } 858 }
886 } 859 }
887} 860}

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