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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.32 by root, Thu Nov 8 19:43:25 2007 UTC vs.
Revision 1.48 by root, Sun Nov 29 17:41:07 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#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 */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 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
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
50 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 = 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;
51} 174}
52 175
53/* 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
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
82 if (treasure_style) 205 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
84 return; 207 return;
85 208
86 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 211
89 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 214 {
92 if (rndm (2)) 215 if (rmg_rndm (2))
93 treasureoptions -= 1; 216 treasureoptions -= 1;
94 else 217 else
95 treasureoptions -= 2; 218 treasureoptions -= 2;
96 } 219 }
97 220
118 } 241 }
119 242
120 /* all the treasure at one spot in the map. */ 243 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 244 if (treasureoptions & CONCENTRATED)
122 { 245 {
123
124 /* map_layout_style global, and is previously set */ 246 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 247 switch (RP->map_layout_style)
126 { 248 {
127 case LAYOUT_ONION: 249 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 250 case LAYOUT_SPIRAL:
136 for (j = 0; j < RP->Ysize; j++) 258 for (j = 0; j < RP->Ysize; j++)
137 { 259 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 260 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 { 261 {
140 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest; 263 object *chest;
143 264
144 if (tdiv == 3) 265 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */ 266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
146 /* don't put a chest on an exit. */ 268 /* don't put a chest on an exit. */
147 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 269 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
270
148 if (!chest) 271 if (!chest)
149 continue; /* if no chest was placed NEXT */ 272 continue; /* if no chest was placed NEXT */
273
150 if (treasureoptions & (DOORED | HIDDEN)) 274 if (treasureoptions & (DOORED | HIDDEN))
151 { 275 {
152 doorlist = find_doors_in_room (map, i, j, RP); 276 object **doorlist = find_doors_in_room (map, i, j, RP);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist); 278 free (doorlist);
155 } 279 }
156 } 280 }
157 } 281 }
158 } 282 }
159 break; 283 break;
160 } 284 }
285
161 default: 286 default:
162 { 287 {
163 int i, j, tries; 288 int i, j, tries;
164 object *chest; 289 object *chest;
165 object **doorlist; 290 object **doorlist;
166 291
167 i = j = -1; 292 i = j = -1;
168 tries = 0; 293 tries = 0;
169 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
170 { 295 {
171 i = rndm (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
173 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
299
174 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
175 i = -1; 301 i = -1;
302
176 tries++; 303 tries++;
177 } 304 }
305
178 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 306 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
307
179 if (!chest) 308 if (!chest)
180 return; 309 return;
310
181 i = chest->x; 311 i = chest->x;
182 j = chest->y; 312 j = chest->y;
183 if (treasureoptions & (DOORED | HIDDEN)) 313 if (treasureoptions & (DOORED | HIDDEN))
184 { 314 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
193 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
194 int ti, i, j; 324 int ti, i, j;
195 325
196 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
197 { 327 {
198 i = rndm (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
199 j = rndm (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
200 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
201 } 331 }
202 } 332 }
203} 333}
204 334
205/* put a chest into the map, near x and y, with the treasure style 335/* put a chest into the map, near x and y, with the treasure style
206 determined (may be null, or may be a treasure list from lib/treasures, 336 determined (may be null, or may be a treasure list from lib/treasures,
207 if the global variable "treasurestyle" is set to that treasure list's name */ 337 if the global variable "treasurestyle" is set to that treasure list's name */
208 338static object *
209object *
210place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 339place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
211{ 340{
212 object *the_chest;
213 int i, xl, yl;
214
215 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
216 342
217 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
218 i = find_first_free_spot (the_chest, map, x, y); 344 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
219 if (i == -1) 345 if (i == -1)
220 { 346 {
221 the_chest->destroy (); 347 the_chest->destroy ();
222 return NULL; 348 return NULL;
223 } 349 }
224 350
225 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
226 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
227 353
228 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
229 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
230 return 0; 356 return 0;
231 357
238 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
239 365
240 if (tlist != NULL) 366 if (tlist != NULL)
241 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
242 { /* use the treasure list */ 368 { /* use the treasure list */
243 object *new_treasure = style_map->pick_random_object (); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
244 370
245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 371 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
246 } 372 }
247 else 373 else
248 { /* use the style map */ 374 { /* use the style map */
249 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
259 385
260 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
262 { 388 {
263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265 390
266 if (trap_map) 391 if (trap_map)
267 { 392 {
268 the_trap = trap_map->pick_random_object (); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
269 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
271 if (the_trap) 398 if (the_trap)
272 { 399 {
273 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 401
275 new_trap = arch_to_object (the_trap->arch);
276 new_trap->copy_to (the_trap);
277 new_trap->x = x; 402 new_trap->x = x;
278 new_trap->y = y; 403 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
280 } 405 }
281 } 406 }
284 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 410 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
288 { 413 {
289 char keybuf[1024]; 414 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
290
291 sprintf (keybuf, "%d", rndm (1000000000));
292 the_chest->slaying = keybuf;
293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
294 } 416 }
295 417
296 /* actually place the chest. */ 418 /* actually place the chest. */
297 the_chest->x = xl; 419 the_chest->x = xl;
298 the_chest->y = yl; 420 the_chest->y = yl;
299 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
300 return the_chest; 422 return the_chest;
301} 423}
302 424
303
304/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
305 or walls */ 426static object *
306object *
307find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 427find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
308{ 428{
309 int i; 429 int i;
310 430
311 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
327 } 447 }
328 } 448 }
329 return NULL; 449 return NULL;
330} 450}
331 451
332
333
334/* places keys in the map, preferably in something alive.
335 keycode is the key's code,
336 door_flag is either PASS_DOORS or NO_PASS_DOORS.
337 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
338 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
340
341 The idea is that you call keyplace on x,y where a door is, and it'll make
342 sure a key is placed on both sides of the door.
343*/
344int
345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
346{
347 int i, j;
348 int kx = 0, ky = 0;
349 object *the_keymaster; /* the monster that gets the key. */
350 object *the_key;
351
352 /* get a key and set its keycode */
353 the_key = get_archetype ("key2");
354 the_key->slaying = keycode;
355
356 if (door_flag == PASS_DOORS)
357 {
358 int tries = 0;
359
360 the_keymaster = 0;
361 while (tries < 15 && !the_keymaster)
362 {
363 i = rndm (RP->Xsize - 2) + 1;
364 j = rndm (RP->Ysize - 2) + 1;
365 tries++;
366 the_keymaster = find_closest_monster (map, i, j, RP);
367 }
368
369 /* if we don't find a good keymaster, drop the key on the ground. */
370 if (!the_keymaster)
371 {
372 int freeindex;
373
374 freeindex = -1;
375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
376 {
377 kx = rndm (RP->Xsize - 2) + 1;
378 ky = rndm (RP->Ysize - 2) + 1;
379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
380 }
381
382 // can freeindex ever be < 0?
383 if (freeindex >= 0)
384 {
385 kx += freearr_x [freeindex];
386 ky += freearr_y [freeindex];
387 }
388 }
389 }
390 else
391 { /* NO_PASS_DOORS --we have to work harder. */
392 /* don't try to keyplace if we're sitting on a blocked square and
393 NO_PASS_DOORS is set. */
394 if (n_keys == 1)
395 {
396 if (wall_blocked (map, x, y))
397 return 0;
398
399 the_keymaster = find_monster_in_room (map, x, y, RP);
400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
401 find_spot_in_room (map, x, y, &kx, &ky, RP);
402 }
403 else
404 {
405 int sum = 0; /* count how many keys we actually place */
406
407 /* I'm lazy, so just try to place in all 4 directions. */
408 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
414 { /* diagonally this time. */
415 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
420
421 return 1;
422 }
423 }
424
425 if (!the_keymaster)
426 {
427 the_key->x = kx;
428 the_key->y = ky;
429 insert_ob_in_map (the_key, map, NULL, 0);
430 return 1;
431 }
432
433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
434 return 1;
435}
436
437
438
439/* both find_monster_in_room routines need to have access to this. */ 452/* both find_monster_in_room routines need to have access to this. */
440 453
441object *theMonsterToFind; 454static object *theMonsterToFind;
442 455
443/* a recursive routine which will return a monster, eventually,if there is one. 456/* a recursive routine which will return a monster, eventually,if there is one.
444 it does a check-off on the layout, converting 0's to 1's */ 457 it does a check-off on the layout, converting 0's to 1's */
445 458static object *
446object *
447find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
448{ 460{
449 int i, j; 461 int i, j;
450 462
451 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
475 return theMonsterToFind; 487 return theMonsterToFind;
476 } 488 }
477 } 489 }
478 490
479 /* now search all the 8 squares around recursively for a monster,in random order */ 491 /* now search all the 8 squares around recursively for a monster,in random order */
480 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
481 { 493 {
482 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 494 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
483 if (theMonsterToFind != NULL) 495 if (theMonsterToFind != NULL)
484 return theMonsterToFind; 496 return theMonsterToFind;
485 } 497 }
498
486 return theMonsterToFind; 499 return theMonsterToFind;
487} 500}
488
489 501
490/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
491 real work. */ 503 real work. */
492 504static object *
493object *
494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 505find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
495{ 506{
496 char **layout2; 507 Layout layout2 (RP);
497 int i, j; 508
509 layout2->clear ();
510
511 /* allocate and copy the layout, converting C to 0. */
512 for (int i = 0; i < layout2->w; i++)
513 for (int j = 0; j < layout2->h; j++)
514 if (wall_blocked (map, i, j))
515 layout2[i][j] = '#';
498 516
499 theMonsterToFind = 0; 517 theMonsterToFind = 0;
500 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
501 /* allocate and copy the layout, converting C to 0. */
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
505 for (j = 0; j < RP->Ysize; j++)
506 {
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510 }
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 519
513 /* deallocate the temp. layout */ 520 layout2.free ();
514 for (i = 0; i < RP->Xsize; i++)
515 {
516 free (layout2[i]);
517 }
518 free (layout2);
519 521
520 return theMonsterToFind; 522 return theMonsterToFind;
521} 523}
522 524
523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
524int *room_free_spots_x; 526static int *room_free_spots_x;
525int *room_free_spots_y; 527static int *room_free_spots_y;
526int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
527 529
528/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
529a datastructure of free points is set up, and a position chosen from 531a datastructure of free points is set up, and a position chosen from
530that datastructure. */ 532that datastructure. */
531void 533static void
532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 535{
534 int i, j; 536 int i, j;
535 537
536 /* bounds check x and y */ 538 /* bounds check x and y */
548 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
551 553
552 /* now search all the 8 squares around recursively for free spots,in random order */ 554 /* now search all the 8 squares around recursively for free spots,in random order */
553 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 555 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 557
556} 558}
557 559
558/* find a random non-blocked spot in this room to drop a key. */ 560/* find a random non-blocked spot in this room to drop a key. */
559void 561static void
560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 562find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
561{ 563{
562 char **layout2; 564 char **layout2;
563 int i, j; 565 int i, j;
564 566
579 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
580 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
581 583
582 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
583 { 585 {
584 i = rndm (number_of_free_spots_in_room); 586 i = rmg_rndm (number_of_free_spots_in_room);
585 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
586 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
587 } 589 }
588 590
589 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
597 599
598 600
599/* searches the map for a spot with walls around it. The more 601/* searches the map for a spot with walls around it. The more
600 walls the better, but it'll settle for 1 wall, or even 0, but 602 walls the better, but it'll settle for 1 wall, or even 0, but
601 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
602void 604static void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{ 606{
605 int x, y; 607 int x, y;
606 int i; 608 int i;
607 609
657 *cy = ly; 659 *cy = ly;
658 return; 660 return;
659 } 661 }
660 } 662 }
661 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 665
664 if (i != -1) 666 if (i != -1)
665 { 667 {
666 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
672 *cx = -1; 674 *cx = -1;
673 *cy = -1; 675 *cy = -1;
674 } 676 }
675} 677}
676 678
677void 679static void
678remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
679{ 681{
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 683 {
685 if (tmp->head) 684 object *next = tmp->above;
686 tmp = tmp->head; 685
687 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 687 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 688
690 if (tmp == NULL) 689 tmp = next;
691 break;
692 }; 690 }
693} 691}
694 692
695/* surrounds the point x,y by doors, so as to enclose something, like 693/* surrounds the point x,y by doors, so as to enclose something, like
696 a chest. It only goes as far as the 8 squares surrounding, and 694 a chest. It only goes as far as the 8 squares surrounding, and
697 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
698object ** 696static object **
699surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 697surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
700{ 698{
701 int i; 699 int i;
702 const char *doors[2]; 700 const char *doors[2];
703 object **doorlist; 701 object **doorlist;
733 } 731 }
734 732
735 return doorlist; 733 return doorlist;
736} 734}
737 735
738
739/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
740object * 737static object *
741door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
742{ 739{
743 object *tmp;
744
745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 742 return tmp;
743
748 return NULL; 744 return NULL;
749} 745}
750 746
751
752/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
753void 748static void
754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
755{ 750{
756 int i, j; 751 int i, j;
757 object *door; 752 object *door;
758 753
770 layout[x][y] = 1; 765 layout[x][y] = 1;
771 door = door_in_square (map, x, y); 766 door = door_in_square (map, x, y);
772 if (door) 767 if (door)
773 { 768 {
774 doorlist[*ndoors] = door; 769 doorlist[*ndoors] = door;
770
775 if (*ndoors > 1022) /* eek! out of memory */ 771 if (*ndoors > 1022) /* eek! out of memory */
776 { 772 {
777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
778 return; 774 return;
779 } 775 }
784 else 780 else
785 { 781 {
786 layout[x][y] = 1; 782 layout[x][y] = 1;
787 783
788 /* now search all the 8 squares around recursively for free spots,in random order */ 784 /* now search all the 8 squares around recursively for free spots,in random order */
789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
790 find_doors_in_room_recursive (layout, map, 786 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP); 788 doorlist, ndoors, RP);
793 } 789 }
794} 790}
795 791
796/* find a random non-blocked spot in this room to drop a key. */ 792/* find a random non-blocked spot in this room to drop a key. */
797object ** 793static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 795{
800 char **layout2;
801 object **doorlist;
802 int i, j; 796 int i, j;
803 int ndoors = 0; 797 int ndoors = 0;
804 798
805 doorlist = (object **) calloc (sizeof (int), 1024); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 800
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
803
808 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 805 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 806 for (j = 0; j < RP->Ysize; j++)
813 { 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 808
819 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 810 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821 811
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 812 return doorlist;
828} 813}
829
830
831 814
832/* locks and/or hides all the doors in doorlist, or does nothing if 815/* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
834 817static void
835void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 818lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 819{
838 object *door; 820 object *door;
839 int i; 821 int i;
840 822
841 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
842 824
843 if (opts & DOORED) 825 if (opts & DOORED)
844 { 826 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
846 { 828 {
847 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
848 char keybuf[1024];
849 830
850 door = doorlist[i]; 831 door = doorlist[i];
851 new_door->face = door->face; 832 new_door->face = door->face;
852 new_door->x = door->x; 833 new_door->x = door->x;
853 new_door->y = door->y; 834 new_door->y = door->y;
854 door->remove ();
855 door->destroy (); 835 door->destroy ();
856 doorlist[i] = new_door; 836 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", rndm (1000000000)); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
859 new_door->slaying = keybuf;
860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
861 } 840 }
862 } 841 }
863 842
864 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
865 if (opts & HIDDEN) 844 if (opts & HIDDEN)
874 { 853 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
879 door->face = wallface->face; 859 door->face = wallface->face;
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
881 wallface->remove ();
882 wallface->destroy (); 861 wallface->destroy ();
883 } 862 }
884 } 863 }
885 } 864 }
886} 865}

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