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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.49 by root, Fri Mar 26 00:59:21 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 (©) 2005,2006,2007,2008 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 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 = 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:
140 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
141 object *chest; 263 object *chest;
142 264
143 if (tdiv == 3) 265 if (tdiv == 3)
144 tdiv = 2; /* this symmetry uses a divisor of 2 */ 266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
145 /* don't put a chest on an exit. */ 268 /* don't put a chest on an exit. */
146 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);
147 270
148 if (!chest) 271 if (!chest)
149 continue; /* if no chest was placed NEXT */ 272 continue; /* if no chest was placed NEXT */
157 } 280 }
158 } 281 }
159 } 282 }
160 break; 283 break;
161 } 284 }
285
162 default: 286 default:
163 { 287 {
164 int i, j, tries; 288 int i, j, tries;
165 object *chest; 289 object *chest;
166 object **doorlist; 290 object **doorlist;
167 291
168 i = j = -1; 292 i = j = -1;
169 tries = 0; 293 tries = 0;
170 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
171 { 295 {
172 i = rndm (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
299
175 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
176 i = -1; 301 i = -1;
302
177 tries++; 303 tries++;
178 } 304 }
305
179 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
180 if (!chest) 308 if (!chest)
181 return; 309 return;
310
182 i = chest->x; 311 i = chest->x;
183 j = chest->y; 312 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 313 if (treasureoptions & (DOORED | HIDDEN))
185 { 314 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
194 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
195 int ti, i, j; 324 int ti, i, j;
196 325
197 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
198 { 327 {
199 i = rndm (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 331 }
203 } 332 }
204} 333}
205 334
206/* 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
207 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,
208 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 */
209 338static object *
210object *
211place_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)
212{ 340{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 342
218 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
219 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
220 if (i == -1) 345 if (i == -1)
221 { 346 {
222 the_chest->destroy (); 347 the_chest->destroy ();
223 return NULL; 348 return NULL;
224 } 349 }
225 350
226 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
227 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
228 353
229 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
231 return 0; 356 return 0;
232 357
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 365
241 if (tlist != NULL) 366 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 368 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 370
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 371 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
247 } 372 }
248 else 373 else
249 { /* use the style map */ 374 { /* use the style map */
250 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
260 385
261 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
263 { 388 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
265 object *the_trap;
266 390
267 if (trap_map) 391 if (trap_map)
268 { 392 {
269 the_trap = trap_map->pick_random_object (); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
270 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
272 if (the_trap) 398 if (the_trap)
273 { 399 {
274 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 401
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 402 new_trap->x = x;
279 new_trap->y = y; 403 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
281 } 405 }
282 } 406 }
285 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
286 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
287 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 413 {
290 char keybuf[1024]; 414 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); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 416 }
296 417
297 /* actually place the chest. */ 418 /* actually place the chest. */
298 the_chest->x = xl; 419 the_chest->x = xl;
299 the_chest->y = yl; 420 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest; 422 return the_chest;
302} 423}
303 424
304
305/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
306 or walls */ 426static object *
307object *
308find_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)
309{ 428{
310 int i; 429 int i;
311 430
312 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
328 } 447 }
329 } 448 }
330 return NULL; 449 return NULL;
331} 450}
332 451
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->head_ ());
435 return 1;
436}
437
438
439
440/* 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. */
441 453
442object *theMonsterToFind; 454static object *theMonsterToFind;
443 455
444/* 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.
445 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 */
446 458static object *
447object *
448find_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)
449{ 460{
450 int i, j; 461 int i, j;
451 462
452 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
476 return theMonsterToFind; 487 return theMonsterToFind;
477 } 488 }
478 } 489 }
479 490
480 /* 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 */
481 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++)
482 { 493 {
483 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);
484 if (theMonsterToFind != NULL) 495 if (theMonsterToFind != NULL)
485 return theMonsterToFind; 496 return theMonsterToFind;
486 } 497 }
498
487 return theMonsterToFind; 499 return theMonsterToFind;
488} 500}
489
490 501
491/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
492 real work. */ 503 real work. */
493 504static object *
494object *
495find_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)
496{ 506{
497 char **layout2; 507 Layout layout2 (RP);
498 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] = '#';
499 516
500 theMonsterToFind = 0; 517 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 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 free (layout2[i]);
516
517 free (layout2);
518 521
519 return theMonsterToFind; 522 return theMonsterToFind;
520} 523}
521 524
522/* 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 */
523int *room_free_spots_x; 526static int *room_free_spots_x;
524int *room_free_spots_y; 527static int *room_free_spots_y;
525int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
526 529
527/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
528a 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
529that datastructure. */ 532that datastructure. */
530void 533static void
531find_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)
532{ 535{
533 int i, j; 536 int i, j;
534 537
535 /* bounds check x and y */ 538 /* bounds check x and y */
547 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
548 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
549 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
550 553
551 /* 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 */
552 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++)
553 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);
554 557
555} 558}
556 559
557/* 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. */
558void 561static void
559find_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)
560{ 563{
561 char **layout2; 564 char **layout2;
562 int i, j; 565 int i, j;
563 566
578 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
579 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
580 583
581 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
582 { 585 {
583 i = rndm (number_of_free_spots_in_room); 586 i = rmg_rndm (number_of_free_spots_in_room);
584 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
585 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
586 } 589 }
587 590
588 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
596 599
597 600
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
601void 604static void
602find_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)
603{ 606{
604 int x, y; 607 int x, y;
605 int i; 608 int i;
606 609
656 *cy = ly; 659 *cy = ly;
657 return; 660 return;
658 } 661 }
659 } 662 }
660 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
661 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);
662 665
663 if (i != -1) 666 if (i != -1)
664 { 667 {
665 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
671 *cx = -1; 674 *cx = -1;
672 *cy = -1; 675 *cy = -1;
673 } 676 }
674} 677}
675 678
676void 679static void
677remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
678{ 681{
679 object *tmp;
680
681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
683 { 683 {
684 if (tmp->head) 684 object *next = tmp->above;
685 tmp = tmp->head; 685
686 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
687 tmp->destroy (); 687 tmp->head_ ()->destroy ();
688 tmp = GET_MAP_OB (map, x, y); 688
689 if (tmp == NULL) 689 tmp = next;
690 break;
691 }; 690 }
692} 691}
693 692
694/* 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
695 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
696 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
697object ** 696static object **
698surround_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)
699{ 698{
700 int i; 699 int i;
701 const char *doors[2]; 700 const char *doors[2];
702 object **doorlist; 701 object **doorlist;
732 } 731 }
733 732
734 return doorlist; 733 return doorlist;
735} 734}
736 735
737
738/* 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. */
739object * 737static object *
740door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
741{ 739{
742 object *tmp;
743
744 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)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 742 return tmp;
743
747 return NULL; 744 return NULL;
748} 745}
749 746
750/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
751void 748static void
752find_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)
753{ 750{
754 int i, j; 751 int i, j;
755 object *door; 752 object *door;
756 753
783 else 780 else
784 { 781 {
785 layout[x][y] = 1; 782 layout[x][y] = 1;
786 783
787 /* 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 */
788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
789 find_doors_in_room_recursive (layout, map, 786 find_doors_in_room_recursive (layout, map,
790 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],
791 doorlist, ndoors, RP); 788 doorlist, ndoors, RP);
792 } 789 }
793} 790}
794 791
795/* 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. */
796object ** 793static object **
797find_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)
798{ 795{
799 int i, j; 796 int i, j;
800 int ndoors = 0; 797 int ndoors = 0;
801 798
802 object **doorlist = (object **) calloc (sizeof (int), 1024); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 800
804 MazeData layout2 (RP->Xsize, RP->Ysize); 801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
805 803
806 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 805 for (i = 0; i < RP->Xsize; i++)
808 for (j = 0; j < RP->Ysize; j++) 806 for (j = 0; j < RP->Ysize; j++)
809 if (wall_blocked (map, i, j)) 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 layout2[i][j] = '#';
811 808
812 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
813 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);
814 811
815 return doorlist; 812 return doorlist;
816} 813}
817 814
818/* 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
819 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
820void 817static void
821lock_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)
822{ 819{
823 object *door; 820 object *door;
824 int i; 821 int i;
825 822
826 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
827 824
828 if (opts & DOORED) 825 if (opts & DOORED)
829 { 826 {
830 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
831 { 828 {
832 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
833 char keybuf[1024];
834 830
835 door = doorlist[i]; 831 door = doorlist[i];
836 new_door->face = door->face; 832 new_door->face = door->face;
837 new_door->x = door->x; 833 new_door->x = door->x;
838 new_door->y = door->y; 834 new_door->y = door->y;
839 door->remove ();
840 door->destroy (); 835 door->destroy ();
841 doorlist[i] = new_door; 836 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
843 sprintf (keybuf, "%d", rndm (1000000000)); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
844 new_door->slaying = keybuf;
845 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);
846 } 840 }
847 } 841 }
848 842
849 /* 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. */
850 if (opts & HIDDEN) 844 if (opts & HIDDEN)
859 { 853 {
860 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
861 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
864 door->face = wallface->face; 859 door->face = wallface->face;
865 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
866 wallface->remove ();
867 wallface->destroy (); 861 wallface->destroy ();
868 } 862 }
869 } 863 }
870 } 864 }
871} 865}

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