ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
41#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84
85 if (door_flag == PASS_DOORS)
86 {
87 int tries = 0;
88
89 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster)
91 {
92 i = rmg_rndm (RP->Xsize - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1;
94 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP);
96 }
97
98 /* if we don't find a good keymaster, drop the key on the ground. */
99 if (!the_keymaster)
100 {
101 int freeindex;
102
103 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1);
109 }
110
111 // can freeindex ever be < 0?
112 if (freeindex >= 0)
113 {
114 kx += freearr_x [freeindex];
115 ky += freearr_y [freeindex];
116 }
117 }
118 }
119 else
120 { /* NO_PASS_DOORS --we have to work harder. */
121 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */
123 if (n_keys == 1)
124 {
125 if (wall_blocked (map, x, y))
126 return 0;
127
128 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 }
132 else
133 {
134 int sum = 0; /* count how many keys we actually place */
135
136 /* I'm lazy, so just try to place in all 4 directions. */
137 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
141
142 if (sum < 2) /* we might have made a disconnected map-place more keys. */
143 { /* diagonally this time. */
144 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 }
149
150 return 1;
151 }
152 }
153
154 object *the_key = gen_key (keycode);
155
156 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key);
158 else
159 {
160 the_key->x = kx;
161 the_key->y = ky;
162 insert_ob_in_map (the_key, map, NULL, 0);
163 }
164
165 return 1;
166}
46 167
47/* returns true if square x,y has P_NO_PASS set, which is true for walls 168/* returns true if square x,y has P_NO_PASS set, which is true for walls
48 * and doors but not monsters. 169 * and doors but not monsters.
49 * This function is not map tile aware. 170 * This function is not map tile aware.
50 */ 171 */
52wall_blocked (maptile *m, int x, int y) 173wall_blocked (maptile *m, int x, int y)
53{ 174{
54 if (OUT_OF_REAL_MAP (m, x, y)) 175 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 176 return 1;
56 177
178 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 180}
60 181
61/* place treasures in the map, given the 182/* place treasures in the map, given the
62map, (required) 183map, (required)
63layout, (required) 184layout, (required)
74 195
75 /* bail out if treasure isn't wanted. */ 196 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 197 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 198 if (!strcmp (treasure_style, "none"))
78 return; 199 return;
200
79 if (treasureoptions <= 0) 201 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 202 treasureoptions = rmg_rndm (2 * LAST_OPTION);
81 203
82 /* filter out the mutually exclusive options */ 204 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 205 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 206 {
85 if (RANDOM () % 2) 207 if (rmg_rndm (2))
86 treasureoptions -= 1; 208 treasureoptions -= 1;
87 else 209 else
88 treasureoptions -= 2; 210 treasureoptions -= 2;
89 } 211 }
90 212
91 /* pick the number of treasures */ 213 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 214 if (treasureoptions & SPARSE)
93 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 215 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
94 else if (treasureoptions & RICH) 216 else if (treasureoptions & RICH)
95 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
96 else 218 else
97 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 219 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
98 220
99 if (num_treasures <= 0) 221 if (num_treasures <= 0)
100 return; 222 return;
101 223
102 /* get the style map */ 224 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 225 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 227 style_map = find_style (styledirname, treasure_style, -1);
106 228
229 if (!style_map)
230 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
232 return;
233 }
234
107 /* all the treasure at one spot in the map. */ 235 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 236 if (treasureoptions & CONCENTRATED)
109 { 237 {
110
111 /* map_layout_style global, and is previously set */ 238 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
113 { 240 {
114 case LAYOUT_ONION: 241 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 242 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 250 for (j = 0; j < RP->Ysize; j++)
124 { 251 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 252 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 253 {
127 int tdiv = RP->symmetry_used; 254 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 255 object *chest;
130 256
131 if (tdiv == 3) 257 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 258 tdiv = 2; /* this symmetry uses a divisor of 2 */
259
133 /* don't put a chest on an exit. */ 260 /* don't put a chest on an exit. */
134 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 261 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
262
135 if (!chest) 263 if (!chest)
136 continue; /* if no chest was placed NEXT */ 264 continue; /* if no chest was placed NEXT */
265
137 if (treasureoptions & (DOORED | HIDDEN)) 266 if (treasureoptions & (DOORED | HIDDEN))
138 { 267 {
139 doorlist = find_doors_in_room (map, i, j, RP); 268 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 269 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 270 free (doorlist);
142 } 271 }
143 } 272 }
144 } 273 }
145 } 274 }
146 break; 275 break;
147 } 276 }
277
148 default: 278 default:
149 { 279 {
150 int i, j, tries; 280 int i, j, tries;
151 object *chest; 281 object *chest;
152 object **doorlist; 282 object **doorlist;
153 283
154 i = j = -1; 284 i = j = -1;
155 tries = 0; 285 tries = 0;
156 while (i == -1 && tries < 100) 286 while (i == -1 && tries < 100)
157 { 287 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 288 i = rmg_rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 289 j = rmg_rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 290 find_enclosed_spot (map, &i, &j, RP);
291
161 if (wall_blocked (map, i, j)) 292 if (wall_blocked (map, i, j))
162 i = -1; 293 i = -1;
294
163 tries++; 295 tries++;
164 } 296 }
297
165 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 298 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
299
166 if (!chest) 300 if (!chest)
167 return; 301 return;
302
168 i = chest->x; 303 i = chest->x;
169 j = chest->y; 304 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 305 if (treasureoptions & (DOORED | HIDDEN))
171 { 306 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 315 { /* DIFFUSE treasure layout */
181 int ti, i, j; 316 int ti, i, j;
182 317
183 for (ti = 0; ti < num_treasures; ti++) 318 for (ti = 0; ti < num_treasures; ti++)
184 { 319 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 320 i = rmg_rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 321 j = rmg_rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 322 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 323 }
189 } 324 }
190} 325}
191 326
192/* put a chest into the map, near x and y, with the treasure style 327/* put a chest into the map, near x and y, with the treasure style
193 determined (may be null, or may be a treasure list from lib/treasures, 328 determined (may be null, or may be a treasure list from lib/treasures,
194 if the global variable "treasurestyle" is set to that treasure list's name */ 329 if the global variable "treasurestyle" is set to that treasure list's name */
195
196object * 330object *
197place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
198{ 332{
199 object *the_chest;
200 int i, xl, yl;
201
202 the_chest = get_archetype ("chest"); /* was "chest_2" */ 333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
203 334
204 /* first, find a place to put the chest. */ 335 /* first, find a place to put the chest. */
205 i = find_first_free_spot (the_chest, map, x, y); 336 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
206 if (i == -1) 337 if (i == -1)
207 { 338 {
208 the_chest->destroy (); 339 the_chest->destroy ();
209 return NULL; 340 return NULL;
210 } 341 }
211 342
212 xl = x + freearr_x[i]; 343 int xl = x + freearr_x[i];
213 yl = y + freearr_y[i]; 344 int yl = y + freearr_y[i];
214 345
215 /* if the placement is blocked, return a fail. */ 346 /* if the placement is blocked, return a fail. */
216 if (wall_blocked (map, xl, yl)) 347 if (wall_blocked (map, xl, yl))
217 return 0; 348 return 0;
218 349
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 356 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 357
227 if (tlist != NULL) 358 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 359 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 360 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 361 object *new_treasure = style_map->pick_random_object (rmg_rndm);
231 362
232 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
233 } 364 }
234 else 365 else
235 { /* use the style map */ 366 { /* use the style map */
236 the_chest->randomitems = tlist; 367 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 368 the_chest->stats.hp = n_treasures;
238 } 369 }
239#endif 370#endif
240 { /* neither style_map no treasure list given */ 371 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 372 treasurelist *tlist = treasurelist::find ("chest");
242 373
243 the_chest->randomitems = tlist; 374 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 375 the_chest->stats.hp = n_treasures;
245 } 376 }
246 377
247 /* stick a trap in the chest if required */ 378 /* stick a trap in the chest if required */
248 if (treasureoptions & TRAPPED) 379 if (treasureoptions & TRAPPED)
249 { 380 {
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap;
252 382
253 if (trap_map) 383 if (trap_map)
254 { 384 {
255 the_trap = pick_random_object (trap_map); 385 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386
256 the_trap->stats.Cha = 10 + RP->difficulty; 387 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 388 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
389
258 if (the_trap) 390 if (the_trap)
259 { 391 {
260 object *new_trap; 392 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
261 393
262 new_trap = arch_to_object (the_trap->arch);
263 new_trap->copy_to (the_trap);
264 new_trap->x = x; 394 new_trap->x = x;
265 new_trap->y = y; 395 new_trap->y = y;
266 insert_ob_in_ob (new_trap, the_chest); 396 insert_ob_in_ob (new_trap, the_chest);
267 } 397 }
268 } 398 }
269 } 399 }
270 400
271 /* set the chest lock code, and call the keyplacer routine with 401 /* set the chest lock code, and call the keyplacer routine with
272 the lockcode. It's not worth bothering to lock the chest if 402 the lockcode. It's not worth bothering to lock the chest if
273 there's only 1 treasure.... */ 403 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 405 {
277 char keybuf[1024]; 406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
278
279 sprintf (keybuf, "%d", (int) RANDOM ());
280 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
282 } 408 }
283 409
284 /* actually place the chest. */ 410 /* actually place the chest. */
285 the_chest->x = xl; 411 the_chest->x = xl;
286 the_chest->y = yl; 412 the_chest->y = yl;
315 } 441 }
316 } 442 }
317 return NULL; 443 return NULL;
318} 444}
319 445
320
321
322/* places keys in the map, preferably in something alive.
323 keycode is the key's code,
324 door_flag is either PASS_DOORS or NO_PASS_DOORS.
325 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
326 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
327 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
328
329 The idea is that you call keyplace on x,y where a door is, and it'll make
330 sure a key is placed on both sides of the door.
331*/
332int
333keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
334{
335 int i, j;
336 int kx = 0, ky = 0;
337 object *the_keymaster; /* the monster that gets the key. */
338 object *the_key;
339
340 /* get a key and set its keycode */
341 the_key = get_archetype ("key2");
342 the_key->slaying = keycode;
343
344 if (door_flag == PASS_DOORS)
345 {
346 int tries = 0;
347
348 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster)
350 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1;
353 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP);
355 }
356
357 /* if we don't find a good keymaster, drop the key on the ground. */
358 if (!the_keymaster)
359 {
360 int freeindex;
361
362 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
368 }
369
370 // can freeindex ever be < 0?
371 if (freeindex >= 0)
372 {
373 kx += freearr_x [freeindex];
374 ky += freearr_y [freeindex];
375 }
376 }
377 }
378 else
379 { /* NO_PASS_DOORS --we have to work harder. */
380 /* don't try to keyplace if we're sitting on a blocked square and
381 NO_PASS_DOORS is set. */
382 if (n_keys == 1)
383 {
384 if (wall_blocked (map, x, y))
385 return 0;
386
387 the_keymaster = find_monster_in_room (map, x, y, RP);
388 if (!the_keymaster) /* if fail, find a spot to drop the key. */
389 find_spot_in_room (map, x, y, &kx, &ky, RP);
390 }
391 else
392 {
393 int sum = 0; /* count how many keys we actually place */
394
395 /* I'm lazy, so just try to place in all 4 directions. */
396 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
397 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
400
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 }
408
409 return 1;
410 }
411 }
412
413 if (!the_keymaster)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423}
424
425
426
427/* both find_monster_in_room routines need to have access to this. */ 446/* both find_monster_in_room routines need to have access to this. */
428 447
429object *theMonsterToFind; 448object *theMonsterToFind;
430 449
431/* a recursive routine which will return a monster, eventually,if there is one. 450/* a recursive routine which will return a monster, eventually,if there is one.
463 return theMonsterToFind; 482 return theMonsterToFind;
464 } 483 }
465 } 484 }
466 485
467 /* 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 */
468 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
469 { 488 {
470 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);
471 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 491 return theMonsterToFind;
473 } 492 }
493
474 return theMonsterToFind; 494 return theMonsterToFind;
475} 495}
476
477 496
478/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
479 real work. */ 498 real work. */
480
481object * 499object *
482find_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)
483{ 501{
484 char **layout2; 502 Layout layout2 (RP);
485 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] = '#';
486 511
487 theMonsterToFind = 0; 512 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 514
501 /* deallocate the temp. layout */ 515 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 516
508 return theMonsterToFind; 517 return theMonsterToFind;
509} 518}
510 519
511/* 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 */
536 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
539 548
540 /* 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 */
541 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
542 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);
543 552
544} 553}
545 554
546/* 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. */
567 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
569 578
570 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
571 { 580 {
572 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
575 } 584 }
576 585
577 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
645 *cy = ly; 654 *cy = ly;
646 return; 655 return;
647 } 656 }
648 } 657 }
649 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
650 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
651 660
652 if (i != -1) 661 if (i != -1)
653 { 662 {
654 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
660 *cx = -1; 669 *cx = -1;
661 *cy = -1; 670 *cy = -1;
662 } 671 }
663} 672}
664 673
665
666void 674void
667remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
668{ 676{
669 object *tmp; 677 object *tmp;
670 678
671 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 681 {
674 if (tmp->head) 682 if (tmp->head)
675 tmp = tmp->head; 683 tmp = tmp->head;
676 tmp->remove (); 684 tmp->remove ();
679 if (tmp == NULL) 687 if (tmp == NULL)
680 break; 688 break;
681 }; 689 };
682} 690}
683 691
684
685/* surrounds the point x,y by doors, so as to enclose something, like 692/* surrounds the point x,y by doors, so as to enclose something, like
686 a chest. It only goes as far as the 8 squares surrounding, and 693 a chest. It only goes as far as the 8 squares surrounding, and
687 it'll remove any monsters it finds.*/ 694 it'll remove any monsters it finds.*/
688
689object ** 695object **
690surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 696surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
691{ 697{
692 int i; 698 int i;
693 char *doors[2]; 699 const char *doors[2];
694 object **doorlist; 700 object **doorlist;
695 int ndoors_made = 0; 701 int ndoors_made = 0;
696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 702 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
697 703
698 /* this is a list we pick from, for horizontal and vertical doors */ 704 /* this is a list we pick from, for horizontal and vertical doors */
710 /* place doors in all the 8 adjacent unblocked squares. */ 716 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 717 for (i = 1; i < 9; i++)
712 { 718 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 720
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 722 { /* place a door */
723 remove_monsters (x1, y1, map);
724
717 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 725 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
718 726 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 727 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 728 ndoors_made++;
725 } 729 }
726 } 730 }
731
727 return doorlist; 732 return doorlist;
728} 733}
729 734
730 735
731/* 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. */
737 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 744 return tmp;
740 return NULL; 745 return NULL;
741} 746}
742
743 747
744/* the workhorse routine, which finds the doors in a room */ 748/* the workhorse routine, which finds the doors in a room */
745void 749void
746find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
747{ 751{
762 layout[x][y] = 1; 766 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 767 door = door_in_square (map, x, y);
764 if (door) 768 if (door)
765 { 769 {
766 doorlist[*ndoors] = door; 770 doorlist[*ndoors] = door;
771
767 if (*ndoors > 1022) /* eek! out of memory */ 772 if (*ndoors > 1022) /* eek! out of memory */
768 { 773 {
769 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
770 return; 775 return;
771 } 776 }
774 } 779 }
775 } 780 }
776 else 781 else
777 { 782 {
778 layout[x][y] = 1; 783 layout[x][y] = 1;
784
779 /* now search all the 8 squares around recursively for free spots,in random order */ 785 /* now search all the 8 squares around recursively for free spots,in random order */
780 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 787 find_doors_in_room_recursive (layout, map,
788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 doorlist, ndoors, RP);
782 } 790 }
783} 791}
784 792
785/* find a random non-blocked spot in this room to drop a key. */ 793/* find a random non-blocked spot in this room to drop a key. */
786object ** 794object **
787find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
788{ 796{
789 char **layout2;
790 object **doorlist;
791 int i, j; 797 int i, j;
792 int ndoors = 0; 798 int ndoors = 0;
793 799
794 doorlist = (object **) calloc (sizeof (int), 1024); 800 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 801
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 802 LayoutData layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear ();
804
797 /* allocate and copy the layout, converting C to 0. */ 805 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 806 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 807 for (j = 0; j < RP->Ysize; j++)
802 { 808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#';
805 }
806 }
807 809
808 /* setup num_free_spots and room_free_spots */ 810 /* setup num_free_spots and room_free_spots */
809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
810 812
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 813 return doorlist;
817} 814}
818
819
820 815
821/* locks and/or hides all the doors in doorlist, or does nothing if 816/* locks and/or hides all the doors in doorlist, or does nothing if
822 opts doesn't say to lock/hide doors. */ 817 opts doesn't say to lock/hide doors. */
823
824void 818void
825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 819lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
826{ 820{
827 object *door; 821 object *door;
828 int i; 822 int i;
832 if (opts & DOORED) 826 if (opts & DOORED)
833 { 827 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
835 { 829 {
836 object *new_door = get_archetype ("locked_door1"); 830 object *new_door = get_archetype ("locked_door1");
837 char keybuf[1024];
838 831
839 door = doorlist[i]; 832 door = doorlist[i];
840 new_door->face = door->face; 833 new_door->face = door->face;
841 new_door->x = door->x; 834 new_door->x = door->x;
842 new_door->y = door->y; 835 new_door->y = door->y;
843 door->remove (); 836 door->remove ();
844 door->destroy (); 837 door->destroy ();
845 doorlist[i] = new_door; 838 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 839 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
848 new_door->slaying = keybuf;
849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
850 } 842 }
851 } 843 }
852 844
853 /* change the faces of the doors and surrounding walls to hide them. */ 845 /* change the faces of the doors and surrounding walls to hide them. */
854 if (opts & HIDDEN) 846 if (opts & HIDDEN)
863 { 855 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
868 door->face = wallface->face; 861 door->face = wallface->face;
862
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
870 wallface->remove (); 864 wallface->remove ();
865
871 wallface->destroy (); 866 wallface->destroy ();
872 } 867 }
873 } 868 }
874 } 869 }
875} 870}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines