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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 1.56 by root, Fri Jul 2 03:40:14 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
46/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
48static int 58static int
49bc_random (int x) 59bc_random (int x)
50{ 60{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3; 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 = rmg_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;
52} 174}
53 175
54/* 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
55 * and doors but not monsters. 177 * and doors but not monsters.
56 * This function is not map tile aware. 178 * This function is not map tile aware.
59wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
60{ 182{
61 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1; 184 return 1;
63 185
186 m->at (x, y).update ();
64 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65 return r;
66} 188}
67 189
68/* place treasures in the map, given the 190/* place treasures in the map, given the
69map, (required) 191map, (required)
70layout, (required) 192layout, (required)
71treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
72treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
73*/ 195*/
74void 196void
75place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP)
76{ 198{
77 char styledirname[1024];
78 char stylefilepath[1024];
79 maptile *style_map = 0;
80 int num_treasures; 199 int num_treasures;
81 200
82 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
83 if (treasure_style) 202 if (treasure_style)
84 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
85 return; 204 return;
86 205
87 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
88 treasureoptions = rndm (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
89 208
90 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
92 { 211 {
93 if (rndm (2)) 212 if (rmg_rndm (2))
94 treasureoptions -= 1; 213 treasureoptions -= 1;
95 else 214 else
96 treasureoptions -= 2; 215 treasureoptions -= 2;
97 } 216 }
98 217
106 225
107 if (num_treasures <= 0) 226 if (num_treasures <= 0)
108 return; 227 return;
109 228
110 /* get the style map */ 229 /* get the style map */
111 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
113 style_map = find_style (styledirname, treasure_style, -1);
114 231
115 if (!style_map) 232 if (!style_map)
116 { 233 {
117 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
118 return; 235 return;
119 } 236 }
120 237
121 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
122 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
123 { 240 {
124
125 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
126 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
127 { 243 {
128 case LAYOUT_ONION: 244 case LAYOUT_ONION:
129 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
137 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
138 { 254 {
139 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
140 { 256 {
141 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
142 object **doorlist;
143 object *chest; 258 object *chest;
144 259
145 if (tdiv == 3) 260 if (tdiv == 3)
146 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
147 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
148 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
149 if (!chest) 266 if (!chest)
150 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
151 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
152 { 270 {
153 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist); 273 free (doorlist);
156 } 274 }
157 } 275 }
158 } 276 }
159 } 277 }
160 break; 278 break;
161 } 279 }
280
162 default: 281 default:
163 { 282 {
164 int i, j, tries; 283 int i, j, tries;
165 object *chest; 284 object *chest;
166 object **doorlist; 285 object **doorlist;
167 286
168 i = j = -1; 287 i = j = -1;
169 tries = 0; 288 tries = 0;
170 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
171 { 290 {
172 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
175 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
176 i = -1; 296 i = -1;
297
177 tries++; 298 tries++;
178 } 299 }
300
179 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
180 if (!chest) 303 if (!chest)
181 return; 304 return;
305
182 i = chest->x; 306 i = chest->x;
183 j = chest->y; 307 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
185 { 309 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
194 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
195 int ti, i, j; 319 int ti, i, j;
196 320
197 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
198 { 322 {
199 i = rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 326 }
203 } 327 }
204} 328}
205 329
206/* 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
207 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,
208 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 */
209 333static object *
210object *
211place_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)
212{ 335{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 337
218 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
219 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
220 if (i == -1) 340 if (i == -1)
221 { 341 {
222 the_chest->destroy (); 342 the_chest->destroy ();
223 return NULL; 343 return NULL;
224 } 344 }
225 345
226 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
227 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
228 348
229 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
231 return 0; 351 return 0;
232 352
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 360
241 if (tlist != NULL) 361 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 363 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 365
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
247 } 367 }
248 else 368 else
249 { /* use the style map */ 369 { /* use the style map */
250 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
252 } 372 }
253#endif 373#endif
254 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
255 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
256 376
257 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
258 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
259 } 379 }
260 380
261 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
263 { 383 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
265 object *the_trap;
266 385
267 if (trap_map) 386 if (trap_map)
268 { 387 {
269 the_trap = trap_map->pick_random_object (); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
270 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
272 if (the_trap) 393 if (the_trap)
273 { 394 {
274 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 396
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 397 new_trap->x = x;
279 new_trap->y = y; 398 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
281 } 400 }
282 } 401 }
285 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
286 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
287 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 408 {
290 char keybuf[1024]; 409 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); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 411 }
296 412
297 /* actually place the chest. */ 413 /* actually place the chest. */
298 the_chest->x = xl; 414 the_chest->x = xl;
299 the_chest->y = yl; 415 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest; 417 return the_chest;
302} 418}
303 419
304
305/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
306 or walls */ 421static object *
307object *
308find_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)
309{ 423{
310 int i; 424 int i;
311 425
312 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
320 /* 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. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 436 {
323 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
324 438
325 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);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
327 return the_monster; 441 return the_monster;
328 } 442 }
329 } 443 }
330 return NULL; 444 return NULL;
331} 445}
332 446
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. */ 447/* both find_monster_in_room routines need to have access to this. */
441 448
442object *theMonsterToFind; 449static object *theMonsterToFind;
443 450
444/* 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.
445 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 */
446 453static object *
447object *
448find_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)
449{ 455{
450 int i, j; 456 int i, j;
451 457
452 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 { 474 {
469 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
470 476
471 /* check off this point */ 477 /* check off this point */
472 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);
473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
474 { 480 {
475 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
476 return theMonsterToFind; 482 return theMonsterToFind;
477 } 483 }
478 } 484 }
479 485
480 /* 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 */
481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
482 { 488 {
483 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);
484 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
485 return theMonsterToFind; 491 return theMonsterToFind;
486 } 492 }
493
487 return theMonsterToFind; 494 return theMonsterToFind;
488} 495}
489
490 496
491/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
492 real work. */ 498 real work. */
493 499static object *
494object *
495find_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)
496{ 501{
497 char **layout2; 502 Layout layout2 (map->width, map->height);
498 int i, j; 503
504 // find walls
505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2.h; j++)
507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
499 508
500 theMonsterToFind = 0; 509 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); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
513 511
514 /* deallocate the temp. layout */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 free (layout2[i]);
518 }
519 free (layout2);
520
521 return theMonsterToFind; 512 return theMonsterToFind;
522} 513}
523 514
524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
525int *room_free_spots_x; 516static int *room_free_spots_x;
526int *room_free_spots_y; 517static int *room_free_spots_y;
527int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
528 519
529/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
530a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
531that datastructure. */ 522that datastructure. */
532void 523static void
533find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
534{ 525{
535 int i, j; 526 int i, j;
536 527
537 /* bounds check x and y */ 528 /* bounds check x and y */
549 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
550 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
551 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
552 543
553 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* 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++) 545 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); 546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
556 547
557} 548}
558 549
559/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
560void 551static void
561find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 553{
563 char **layout2; 554 char **layout2;
564 int i, j; 555 int i, j;
565 556
580 /* setup num_free_spots and room_free_spots */ 571 /* setup num_free_spots and room_free_spots */
581 find_spot_in_room_recursive (layout2, x, y, RP); 572 find_spot_in_room_recursive (layout2, x, y, RP);
582 573
583 if (number_of_free_spots_in_room > 0) 574 if (number_of_free_spots_in_room > 0)
584 { 575 {
585 i = rndm (number_of_free_spots_in_room); 576 i = rmg_rndm (number_of_free_spots_in_room);
586 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
587 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
588 } 579 }
589 580
590 /* deallocate the temp. layout */ 581 /* deallocate the temp. layout */
598 589
599 590
600/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
601 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
602 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
603void 594static void
604find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
605{ 596{
606 int x, y; 597 int x, y;
607 int i; 598 int i;
608 599
613 { 604 {
614 int lx, ly, sindex; 605 int lx, ly, sindex;
615 606
616 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
617 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
618 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
619 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
620 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
621 { 612 {
622 *cx = lx; 613 *cx = lx;
623 *cy = ly; 614 *cy = ly;
631 { 622 {
632 int lx, ly, sindex; 623 int lx, ly, sindex;
633 624
634 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
635 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
636 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
637 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
638 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
639 { 630 {
640 *cx = lx; 631 *cx = lx;
641 *cy = ly; 632 *cy = ly;
648 { 639 {
649 int lx, ly, sindex; 640 int lx, ly, sindex;
650 641
651 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
652 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
653 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
654 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
655 if (sindex) 646 if (sindex)
656 { 647 {
657 *cx = lx; 648 *cx = lx;
658 *cy = ly; 649 *cy = ly;
659 return; 650 return;
660 } 651 }
661 } 652 }
662 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
663 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
664 655
665 if (i != -1) 656 if (i != -1)
666 { 657 {
667 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
668 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
673 *cx = -1; 664 *cx = -1;
674 *cy = -1; 665 *cy = -1;
675 } 666 }
676} 667}
677 668
678void 669static void
679remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
680{ 671{
681 object *tmp;
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 673 {
686 if (tmp->head) 674 object *next = tmp->above;
687 tmp = tmp->head; 675
688 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
689 tmp->destroy (); 677 tmp->head_ ()->destroy ();
690 tmp = GET_MAP_OB (map, x, y); 678
691 if (tmp == NULL) 679 tmp = next;
692 break;
693 }; 680 }
694} 681}
695 682
696/* surrounds the point x,y by doors, so as to enclose something, like 683/* 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 684 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
699object ** 686static object **
700surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
701{ 688{
702 int i; 689 int i;
703 char *doors[2]; 690 const char *doors[2];
704 object **doorlist; 691 object **doorlist;
705 int ndoors_made = 0; 692 int ndoors_made = 0;
706 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 693 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
707 694
708 /* this is a list we pick from, for horizontal and vertical doors */ 695 /* this is a list we pick from, for horizontal and vertical doors */
734 } 721 }
735 722
736 return doorlist; 723 return doorlist;
737} 724}
738 725
739
740/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
741object * 727static object *
742door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
743{ 729{
744 object *tmp;
745
746 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
747 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
748 return tmp; 732 return tmp;
733
749 return NULL; 734 return NULL;
750} 735}
751 736
752
753/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
754void 738static void
755find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
756{ 740{
757 int i, j; 741 int i, j;
758 object *door; 742 object *door;
759 743
771 layout[x][y] = 1; 755 layout[x][y] = 1;
772 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
773 if (door) 757 if (door)
774 { 758 {
775 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
760
776 if (*ndoors > 1022) /* eek! out of memory */ 761 if (*ndoors > 1022) /* eek! out of memory */
777 { 762 {
778 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 763 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
779 return; 764 return;
780 } 765 }
785 else 770 else
786 { 771 {
787 layout[x][y] = 1; 772 layout[x][y] = 1;
788 773
789 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* 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++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
791 find_doors_in_room_recursive (layout, map, 776 find_doors_in_room_recursive (layout, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
793 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
794 } 779 }
795} 780}
796 781
797/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
798object ** 783static object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800{ 785{
801 char **layout2;
802 object **doorlist;
803 int i, j; 786 int i, j;
804 int ndoors = 0; 787 int ndoors = 0;
805 788
806 doorlist = (object **) calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 790
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 791 Layout layout2 (RP->Xsize, RP->Ysize);
792 layout2.clear ();
793
809 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 795 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++) 796 for (j = 0; j < RP->Ysize; j++)
814 { 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 798
820 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 800 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
822 801
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 802 return doorlist;
829} 803}
830
831
832 804
833/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
834 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
835 807static void
836void
837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{ 809{
839 object *door; 810 object *door;
840 int i; 811 int i;
841 812
842 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
843 814
844 if (opts & DOORED) 815 if (opts & DOORED)
845 { 816 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
847 { 818 {
848 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
849 char keybuf[1024];
850 820
851 door = doorlist[i]; 821 door = doorlist[i];
852 new_door->face = door->face; 822 new_door->face = door->face;
853 new_door->x = door->x; 823 new_door->x = door->x;
854 new_door->y = door->y; 824 new_door->y = door->y;
855 door->remove ();
856 door->destroy (); 825 door->destroy ();
857 doorlist[i] = new_door; 826 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", rndm (1000000000)); 828 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); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
862 } 830 }
863 } 831 }
864 832
865 /* change the faces of the doors and surrounding walls to hide them. */ 833 /* change the faces of the doors and surrounding walls to hide them. */
866 if (opts & HIDDEN) 834 if (opts & HIDDEN)
875 { 843 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 844 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 845 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
848
880 door->face = wallface->face; 849 door->face = wallface->face;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 850
882 wallface->remove ();
883 wallface->destroy (); 851 wallface->destroy ();
884 } 852 }
885 } 853 }
886 } 854 }
887} 855}

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