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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 1.53 by root, Tue Apr 13 02:39:53 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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 = 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;
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.
71treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
72*/ 195*/
73void 196void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 198{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 199 int num_treasures;
80 200
81 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 202 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
84 return; 204 return;
85 205
86 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 208
89 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 211 {
92 if (rndm (2)) 212 if (rmg_rndm (2))
93 treasureoptions -= 1; 213 treasureoptions -= 1;
94 else 214 else
95 treasureoptions -= 2; 215 treasureoptions -= 2;
96 } 216 }
97 217
105 225
106 if (num_treasures <= 0) 226 if (num_treasures <= 0)
107 return; 227 return;
108 228
109 /* get the style map */ 229 /* get the style map */
110 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
112 style_map = find_style (styledirname, treasure_style, -1);
113 231
114 if (!style_map) 232 if (!style_map)
115 { 233 {
116 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);
117 return; 235 return;
118 } 236 }
119 237
120 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
122 { 240 {
123
124 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
126 { 243 {
127 case LAYOUT_ONION: 244 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
136 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
137 { 254 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 { 256 {
140 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest; 258 object *chest;
143 259
144 if (tdiv == 3) 260 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
146 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
147 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
148 if (!chest) 266 if (!chest)
149 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
150 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
151 { 270 {
152 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist); 273 free (doorlist);
155 } 274 }
156 } 275 }
157 } 276 }
158 } 277 }
159 break; 278 break;
160 } 279 }
280
161 default: 281 default:
162 { 282 {
163 int i, j, tries; 283 int i, j, tries;
164 object *chest; 284 object *chest;
165 object **doorlist; 285 object **doorlist;
166 286
167 i = j = -1; 287 i = j = -1;
168 tries = 0; 288 tries = 0;
169 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
170 { 290 {
171 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
173 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
174 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
175 i = -1; 296 i = -1;
297
176 tries++; 298 tries++;
177 } 299 }
300
178 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
179 if (!chest) 303 if (!chest)
180 return; 304 return;
305
181 i = chest->x; 306 i = chest->x;
182 j = chest->y; 307 j = chest->y;
183 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
184 { 309 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
193 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
194 int ti, i, j; 319 int ti, i, j;
195 320
196 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
197 { 322 {
198 i = rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
199 j = rndm (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
200 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
201 } 326 }
202 } 327 }
203} 328}
204 329
205/* 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
206 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,
207 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 */
208 333static object *
209object *
210place_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)
211{ 335{
212 object *the_chest;
213 int i, xl, yl;
214
215 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
216 337
217 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
218 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
219 if (i == -1) 340 if (i == -1)
220 { 341 {
221 the_chest->destroy (); 342 the_chest->destroy ();
222 return NULL; 343 return NULL;
223 } 344 }
224 345
225 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
226 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
227 348
228 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
229 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
230 return 0; 351 return 0;
231 352
238 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
239 360
240 if (tlist != NULL) 361 if (tlist != NULL)
241 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
242 { /* use the treasure list */ 363 { /* use the treasure list */
243 object *new_treasure = style_map->pick_random_object (); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
244 365
245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
246 } 367 }
247 else 368 else
248 { /* use the style map */ 369 { /* use the style map */
249 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
258 } 379 }
259 380
260 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
262 { 383 {
263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
264 object *the_trap;
265 385
266 if (trap_map) 386 if (trap_map)
267 { 387 {
268 the_trap = trap_map->pick_random_object (); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
269 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
271 if (the_trap) 393 if (the_trap)
272 { 394 {
273 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 396
275 new_trap = arch_to_object (the_trap->arch);
276 new_trap->copy_to (the_trap);
277 new_trap->x = x; 397 new_trap->x = x;
278 new_trap->y = y; 398 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
280 } 400 }
281 } 401 }
284 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
285 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
286 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
288 { 408 {
289 char keybuf[1024]; 409 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); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
294 } 411 }
295 412
296 /* actually place the chest. */ 413 /* actually place the chest. */
297 the_chest->x = xl; 414 the_chest->x = xl;
298 the_chest->y = yl; 415 the_chest->y = yl;
299 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
300 return the_chest; 417 return the_chest;
301} 418}
302 419
303
304/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
305 or walls */ 421static object *
306object *
307find_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)
308{ 423{
309 int i; 424 int i;
310 425
311 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
319 /* 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. */
320 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
321 { 436 {
322 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
323 438
324 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);
325 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
326 return the_monster; 441 return the_monster;
327 } 442 }
328 } 443 }
329 return NULL; 444 return NULL;
330} 445}
331 446
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. */ 447/* both find_monster_in_room routines need to have access to this. */
440 448
441object *theMonsterToFind; 449static object *theMonsterToFind;
442 450
443/* 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.
444 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 */
445 453static object *
446object *
447find_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)
448{ 455{
449 int i, j; 456 int i, j;
450 457
451 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
466 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
467 { 474 {
468 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
469 476
470 /* check off this point */ 477 /* check off this point */
471 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);
472 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
473 { 480 {
474 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
475 return theMonsterToFind; 482 return theMonsterToFind;
476 } 483 }
477 } 484 }
478 485
479 /* 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 */
480 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++)
481 { 488 {
482 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);
483 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
484 return theMonsterToFind; 491 return theMonsterToFind;
485 } 492 }
493
486 return theMonsterToFind; 494 return theMonsterToFind;
487} 495}
488
489 496
490/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
491 real work. */ 498 real work. */
492 499static object *
493object *
494find_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)
495{ 501{
496 char **layout2; 502 Layout layout2 (RP);
497 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
498 511
499 theMonsterToFind = 0; 512 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); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 514
513 /* deallocate the temp. layout */ 515 layout2.free ();
514 for (i = 0; i < RP->Xsize; i++)
515 {
516 free (layout2[i]);
517 }
518 free (layout2);
519 516
520 return theMonsterToFind; 517 return theMonsterToFind;
521} 518}
522 519
523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
524int *room_free_spots_x; 521static int *room_free_spots_x;
525int *room_free_spots_y; 522static int *room_free_spots_y;
526int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
527 524
528/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
529a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
530that datastructure. */ 527that datastructure. */
531void 528static void
532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 530{
534 int i, j; 531 int i, j;
535 532
536 /* bounds check x and y */ 533 /* bounds check x and y */
548 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
551 548
552 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
553 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 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); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 552
556} 553}
557 554
558/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
559void 556static void
560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
561{ 558{
562 char **layout2; 559 char **layout2;
563 int i, j; 560 int i, j;
564 561
579 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
580 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
581 578
582 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
583 { 580 {
584 i = rndm (number_of_free_spots_in_room); 581 i = rmg_rndm (number_of_free_spots_in_room);
585 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
586 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
587 } 584 }
588 585
589 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
597 594
598 595
599/* searches the map for a spot with walls around it. The more 596/* searches the map for a spot with walls around it. The more
600 walls the better, but it'll settle for 1 wall, or even 0, but 597 walls the better, but it'll settle for 1 wall, or even 0, but
601 it'll return 0 if no FREE spots are found.*/ 598 it'll return 0 if no FREE spots are found.*/
602void 599static void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{ 601{
605 int x, y; 602 int x, y;
606 int i; 603 int i;
607 604
657 *cy = ly; 654 *cy = ly;
658 return; 655 return;
659 } 656 }
660 } 657 }
661 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 659 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 660
664 if (i != -1) 661 if (i != -1)
665 { 662 {
666 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
672 *cx = -1; 669 *cx = -1;
673 *cy = -1; 670 *cy = -1;
674 } 671 }
675} 672}
676 673
677void 674static void
678remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
679{ 676{
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 678 {
685 if (tmp->head) 679 object *next = tmp->above;
686 tmp = tmp->head; 680
687 tmp->remove (); 681 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 682 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 683
690 if (tmp == NULL) 684 tmp = next;
691 break;
692 }; 685 }
693} 686}
694 687
695/* surrounds the point x,y by doors, so as to enclose something, like 688/* surrounds the point x,y by doors, so as to enclose something, like
696 a chest. It only goes as far as the 8 squares surrounding, and 689 a chest. It only goes as far as the 8 squares surrounding, and
697 it'll remove any monsters it finds.*/ 690 it'll remove any monsters it finds.*/
698object ** 691static object **
699surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 692surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
700{ 693{
701 int i; 694 int i;
702 const char *doors[2]; 695 const char *doors[2];
703 object **doorlist; 696 object **doorlist;
733 } 726 }
734 727
735 return doorlist; 728 return doorlist;
736} 729}
737 730
738
739/* returns the first door in this square, or NULL if there isn't a door. */ 731/* returns the first door in this square, or NULL if there isn't a door. */
740object * 732static object *
741door_in_square (maptile *map, int x, int y) 733door_in_square (maptile *map, int x, int y)
742{ 734{
743 object *tmp;
744
745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 737 return tmp;
738
748 return NULL; 739 return NULL;
749} 740}
750 741
751
752/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
753void 743static void
754find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
755{ 745{
756 int i, j; 746 int i, j;
757 object *door; 747 object *door;
758 748
770 layout[x][y] = 1; 760 layout[x][y] = 1;
771 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
772 if (door) 762 if (door)
773 { 763 {
774 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
775 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
776 { 767 {
777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
778 return; 769 return;
779 } 770 }
784 else 775 else
785 { 776 {
786 layout[x][y] = 1; 777 layout[x][y] = 1;
787 778
788 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
790 find_doors_in_room_recursive (layout, map, 781 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP); 783 doorlist, ndoors, RP);
793 } 784 }
794} 785}
795 786
796/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
797object ** 788static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{ 790{
800 char **layout2;
801 object **doorlist;
802 int i, j; 791 int i, j;
803 int ndoors = 0; 792 int ndoors = 0;
804 793
805 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 795
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
808 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 800 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++) 801 for (j = 0; j < RP->Ysize; j++)
813 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 803
819 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
821 806
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 807 return doorlist;
828} 808}
829
830
831 809
832/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
833 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
834 812static void
835void
836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{ 814{
838 object *door; 815 object *door;
839 int i; 816 int i;
840 817
841 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
842 819
843 if (opts & DOORED) 820 if (opts & DOORED)
844 { 821 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
846 { 823 {
847 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
848 char keybuf[1024];
849 825
850 door = doorlist[i]; 826 door = doorlist[i];
851 new_door->face = door->face; 827 new_door->face = door->face;
852 new_door->x = door->x; 828 new_door->x = door->x;
853 new_door->y = door->y; 829 new_door->y = door->y;
854 door->remove ();
855 door->destroy (); 830 door->destroy ();
856 doorlist[i] = new_door; 831 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", rndm (1000000000)); 833 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); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
861 } 835 }
862 } 836 }
863 837
864 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
865 if (opts & HIDDEN) 839 if (opts & HIDDEN)
874 { 848 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
879 door->face = wallface->face; 854 door->face = wallface->face;
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
881 wallface->remove ();
882 wallface->destroy (); 856 wallface->destroy ();
883 } 857 }
884 } 858 }
885 } 859 }
886} 860}

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