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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.29 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.42 by root, Thu Sep 25 04:35:50 2008 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
46/* a macro to get a strongly centered random distribution, 45/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */ 46 from 0 to x, centered at x/2 */
48static int 47static int
49bc_random (int x) 48bc_random (int x)
50{ 49{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3; 50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
139
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 if (the_keymaster)
154 the_keymaster->head_ ()->insert (the_key);
155 else
156 {
157 the_key->x = kx;
158 the_key->y = ky;
159 insert_ob_in_map (the_key, map, NULL, 0);
160 }
161
162 return 1;
52} 163}
53 164
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 165/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 166 * and doors but not monsters.
56 * This function is not map tile aware. 167 * This function is not map tile aware.
83 if (treasure_style) 194 if (treasure_style)
84 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
85 return; 196 return;
86 197
87 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
88 treasureoptions = rndm (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
89 200
90 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
92 { 203 {
93 if (rndm (2)) 204 if (rmg_rndm (2))
94 treasureoptions -= 1; 205 treasureoptions -= 1;
95 else 206 else
96 treasureoptions -= 2; 207 treasureoptions -= 2;
97 } 208 }
98 209
119 } 230 }
120 231
121 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
122 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
123 { 234 {
124
125 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
126 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
127 { 237 {
128 case LAYOUT_ONION: 238 case LAYOUT_ONION:
129 case LAYOUT_SPIRAL: 239 case LAYOUT_SPIRAL:
137 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
138 { 248 {
139 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
140 { 250 {
141 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
142 object **doorlist;
143 object *chest; 252 object *chest;
144 253
145 if (tdiv == 3) 254 if (tdiv == 3)
146 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
147 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
148 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 258 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
259
149 if (!chest) 260 if (!chest)
150 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
151 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
152 { 264 {
153 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist); 267 free (doorlist);
156 } 268 }
157 } 269 }
158 } 270 }
159 } 271 }
160 break; 272 break;
161 } 273 }
274
162 default: 275 default:
163 { 276 {
164 int i, j, tries; 277 int i, j, tries;
165 object *chest; 278 object *chest;
166 object **doorlist; 279 object **doorlist;
167 280
168 i = j = -1; 281 i = j = -1;
169 tries = 0; 282 tries = 0;
170 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
171 { 284 {
172 i = rndm (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
175 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
176 i = -1; 290 i = -1;
291
177 tries++; 292 tries++;
178 } 293 }
294
179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 295 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
296
180 if (!chest) 297 if (!chest)
181 return; 298 return;
299
182 i = chest->x; 300 i = chest->x;
183 j = chest->y; 301 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
185 { 303 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
194 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
195 int ti, i, j; 313 int ti, i, j;
196 314
197 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
198 { 316 {
199 i = rndm (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 320 }
203 } 321 }
204} 322}
205 323
206/* put a chest into the map, near x and y, with the treasure style 324/* 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, 325 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 */ 326 if the global variable "treasurestyle" is set to that treasure list's name */
209
210object * 327object *
211place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
212{ 329{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 331
218 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
219 i = find_first_free_spot (the_chest, map, x, y); 333 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
220 if (i == -1) 334 if (i == -1)
221 { 335 {
222 the_chest->destroy (); 336 the_chest->destroy ();
223 return NULL; 337 return NULL;
224 } 338 }
225 339
226 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
227 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
228 342
229 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
231 return 0; 345 return 0;
232 346
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 354
241 if (tlist != NULL) 355 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 357 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 359
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
247 } 361 }
248 else 362 else
249 { /* use the style map */ 363 { /* use the style map */
260 374
261 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
263 { 377 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
265 object *the_trap;
266 379
267 if (trap_map) 380 if (trap_map)
268 { 381 {
269 the_trap = trap_map->pick_random_object (); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
270 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
272 if (the_trap) 387 if (the_trap)
273 { 388 {
274 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 390
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 391 new_trap->x = x;
279 new_trap->y = y; 392 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
281 } 394 }
282 } 395 }
285 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
286 the lockcode. It's not worth bothering to lock the chest if 399 the lockcode. It's not worth bothering to lock the chest if
287 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 402 {
290 char keybuf[1024]; 403 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); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 405 }
296 406
297 /* actually place the chest. */ 407 /* actually place the chest. */
298 the_chest->x = xl; 408 the_chest->x = xl;
299 the_chest->y = yl; 409 the_chest->y = yl;
328 } 438 }
329 } 439 }
330 return NULL; 440 return NULL;
331} 441}
332 442
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. */ 443/* both find_monster_in_room routines need to have access to this. */
441 444
442object *theMonsterToFind; 445object *theMonsterToFind;
443 446
444/* a recursive routine which will return a monster, eventually,if there is one. 447/* a recursive routine which will return a monster, eventually,if there is one.
476 return theMonsterToFind; 479 return theMonsterToFind;
477 } 480 }
478 } 481 }
479 482
480 /* now search all the 8 squares around recursively for a monster,in random order */ 483 /* 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++) 484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
482 { 485 {
483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 486 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) 487 if (theMonsterToFind != NULL)
485 return theMonsterToFind; 488 return theMonsterToFind;
486 } 489 }
490
487 return theMonsterToFind; 491 return theMonsterToFind;
488} 492}
489
490 493
491/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
492 real work. */ 495 real work. */
493
494object * 496object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
496{ 498{
497 char **layout2; 499 Layout layout2 (RP);
498 int i, j; 500
501 layout2->clear ();
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++)
505 for (int j = 0; j < layout2->h; j++)
506 if (wall_blocked (map, i, j))
507 layout2[i][j] = '#';
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 */ 512 layout2.free ();
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 free (layout2[i]);
518 }
519 free (layout2);
520 513
521 return theMonsterToFind; 514 return theMonsterToFind;
522} 515}
523 516
524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 517/* 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; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
550 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
551 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
552 545
553 /* now search all the 8 squares around recursively for free spots,in random order */ 546 /* 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++) 547 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); 548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
556 549
557} 550}
558 551
559/* find a random non-blocked spot in this room to drop a key. */ 552/* find a random non-blocked spot in this room to drop a key. */
580 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
581 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
582 575
583 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
584 { 577 {
585 i = rndm (number_of_free_spots_in_room); 578 i = rmg_rndm (number_of_free_spots_in_room);
586 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
587 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
588 } 581 }
589 582
590 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
658 *cy = ly; 651 *cy = ly;
659 return; 652 return;
660 } 653 }
661 } 654 }
662 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
663 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
664 657
665 if (i != -1) 658 if (i != -1)
666 { 659 {
667 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
668 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
747 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 740 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
748 return tmp; 741 return tmp;
749 return NULL; 742 return NULL;
750} 743}
751 744
752
753/* the workhorse routine, which finds the doors in a room */ 745/* the workhorse routine, which finds the doors in a room */
754void 746void
755find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 747find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
756{ 748{
757 int i, j; 749 int i, j;
771 layout[x][y] = 1; 763 layout[x][y] = 1;
772 door = door_in_square (map, x, y); 764 door = door_in_square (map, x, y);
773 if (door) 765 if (door)
774 { 766 {
775 doorlist[*ndoors] = door; 767 doorlist[*ndoors] = door;
768
776 if (*ndoors > 1022) /* eek! out of memory */ 769 if (*ndoors > 1022) /* eek! out of memory */
777 { 770 {
778 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 771 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
779 return; 772 return;
780 } 773 }
785 else 778 else
786 { 779 {
787 layout[x][y] = 1; 780 layout[x][y] = 1;
788 781
789 /* now search all the 8 squares around recursively for free spots,in random order */ 782 /* 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++) 783 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
791 find_doors_in_room_recursive (layout, map, 784 find_doors_in_room_recursive (layout, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 785 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
793 doorlist, ndoors, RP); 786 doorlist, ndoors, RP);
794 } 787 }
795} 788}
796 789
797/* find a random non-blocked spot in this room to drop a key. */ 790/* find a random non-blocked spot in this room to drop a key. */
798object ** 791object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800{ 793{
801 char **layout2;
802 object **doorlist;
803 int i, j; 794 int i, j;
804 int ndoors = 0; 795 int ndoors = 0;
805 796
806 doorlist = (object **) calloc (sizeof (int), 1024); 797 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 798
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 799 LayoutData layout2 (RP->Xsize, RP->Ysize);
800 layout2.clear ();
801
809 /* allocate and copy the layout, converting C to 0. */ 802 /* allocate and copy the layout, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 803 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++) 804 for (j = 0; j < RP->Ysize; j++)
814 { 805 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 806
820 /* setup num_free_spots and room_free_spots */ 807 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 808 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
822 809
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 810 return doorlist;
829} 811}
830
831
832 812
833/* locks and/or hides all the doors in doorlist, or does nothing if 813/* locks and/or hides all the doors in doorlist, or does nothing if
834 opts doesn't say to lock/hide doors. */ 814 opts doesn't say to lock/hide doors. */
835
836void 815void
837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 816lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{ 817{
839 object *door; 818 object *door;
840 int i; 819 int i;
843 822
844 if (opts & DOORED) 823 if (opts & DOORED)
845 { 824 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 825 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
847 { 826 {
848 object *new_door = get_archetype ("locked_door1"); 827 object *new_door = get_archetype (shstr_locked_door1);
849 char keybuf[1024];
850 828
851 door = doorlist[i]; 829 door = doorlist[i];
852 new_door->face = door->face; 830 new_door->face = door->face;
853 new_door->x = door->x; 831 new_door->x = door->x;
854 new_door->y = door->y; 832 new_door->y = door->y;
855 door->remove (); 833 door->remove ();
856 door->destroy (); 834 door->destroy ();
857 doorlist[i] = new_door; 835 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 836 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", rndm (1000000000)); 837 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); 838 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
862 } 839 }
863 } 840 }
864 841
865 /* change the faces of the doors and surrounding walls to hide them. */ 842 /* change the faces of the doors and surrounding walls to hide them. */
866 if (opts & HIDDEN) 843 if (opts & HIDDEN)
875 { 852 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
857
880 door->face = wallface->face; 858 door->face = wallface->face;
859
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
882 wallface->remove (); 861 wallface->remove ();
862
883 wallface->destroy (); 863 wallface->destroy ();
884 } 864 }
885 } 865 }
886 } 866 }
887} 867}

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