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 1.23 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 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 object *the_key = gen_key (keycode);
85
86 if (door_flag == PASS_DOORS)
87 {
88 int tries = 0;
89
90 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster)
92 {
93 i = rmg_rndm (RP->Xsize - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1;
95 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP);
97 }
98
99 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster)
101 {
102 int freeindex;
103
104 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 }
111
112 // can freeindex ever be < 0?
113 if (freeindex >= 0)
114 {
115 kx += freearr_x [freeindex];
116 ky += freearr_y [freeindex];
117 }
118 }
119 }
120 else
121 { /* NO_PASS_DOORS --we have to work harder. */
122 /* don't try to keyplace if we're sitting on a blocked square and
123 NO_PASS_DOORS is set. */
124 if (n_keys == 1)
125 {
126 if (wall_blocked (map, x, y))
127 {
128 the_key->destroy ();
129 return 0;
130 }
131
132 the_keymaster = find_monster_in_room (map, x, y, RP);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP);
135 }
136 else
137 {
138 int sum = 0; /* count how many keys we actually place */
139
140 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
152 }
153
154 the_key->destroy ();
155 return 1;
156 }
157 }
158
159 if (the_keymaster)
160 the_keymaster->head_ ()->insert (the_key);
161 else
162 {
163 the_key->x = kx;
164 the_key->y = ky;
165 insert_ob_in_map (the_key, map, NULL, 0);
166 }
167
168 return 1;
169}
46 170
47/* returns true if square x,y has P_NO_PASS set, which is true for walls 171/* returns true if square x,y has P_NO_PASS set, which is true for walls
48 * and doors but not monsters. 172 * and doors but not monsters.
49 * This function is not map tile aware. 173 * This function is not map tile aware.
50 */ 174 */
52wall_blocked (maptile *m, int x, int y) 176wall_blocked (maptile *m, int x, int y)
53{ 177{
54 if (OUT_OF_REAL_MAP (m, x, y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 179 return 1;
56 180
181 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 183}
60 184
61/* place treasures in the map, given the 185/* place treasures in the map, given the
62map, (required) 186map, (required)
63layout, (required) 187layout, (required)
76 if (treasure_style) 200 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 201 if (!strcmp (treasure_style, "none"))
78 return; 202 return;
79 203
80 if (treasureoptions <= 0) 204 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 206
83 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 209 {
86 if (rndm (2)) 210 if (rmg_rndm (2))
87 treasureoptions -= 1; 211 treasureoptions -= 1;
88 else 212 else
89 treasureoptions -= 2; 213 treasureoptions -= 2;
90 } 214 }
91 215
92 /* pick the number of treasures */ 216 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
94 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 218 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
95 else if (treasureoptions & RICH) 219 else if (treasureoptions & RICH)
96 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 220 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
97 else 221 else
98 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
99 223
100 if (num_treasures <= 0) 224 if (num_treasures <= 0)
101 return; 225 return;
102 226
103 /* get the style map */ 227 /* get the style map */
112 } 236 }
113 237
114 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
115 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
116 { 240 {
117
118 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
119 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
120 { 243 {
121 case LAYOUT_ONION: 244 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
130 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
131 { 254 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
133 { 256 {
134 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 258 object *chest;
137 259
138 if (tdiv == 3) 260 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
140 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
141 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
142 if (!chest) 266 if (!chest)
143 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
144 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
145 { 270 {
146 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 273 free (doorlist);
149 } 274 }
150 } 275 }
151 } 276 }
152 } 277 }
153 break; 278 break;
154 } 279 }
280
155 default: 281 default:
156 { 282 {
157 int i, j, tries; 283 int i, j, tries;
158 object *chest; 284 object *chest;
159 object **doorlist; 285 object **doorlist;
160 286
161 i = j = -1; 287 i = j = -1;
162 tries = 0; 288 tries = 0;
163 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
164 { 290 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
167 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
168 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
169 i = -1; 296 i = -1;
297
170 tries++; 298 tries++;
171 } 299 }
300
172 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
173 if (!chest) 303 if (!chest)
174 return; 304 return;
305
175 i = chest->x; 306 i = chest->x;
176 j = chest->y; 307 j = chest->y;
177 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
178 { 309 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
187 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
188 int ti, i, j; 319 int ti, i, j;
189 320
190 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
191 { 322 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 326 }
196 } 327 }
197} 328}
198 329
199/* 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
200 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,
201 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 */
202
203object * 333object *
204place_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)
205{ 335{
206 object *the_chest;
207 int i, xl, yl;
208
209 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
210 337
211 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
212 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
213 if (i == -1) 340 if (i == -1)
214 { 341 {
215 the_chest->destroy (); 342 the_chest->destroy ();
216 return NULL; 343 return NULL;
217 } 344 }
218 345
219 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
220 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
221 348
222 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
223 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
224 return 0; 351 return 0;
225 352
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 360
234 if (tlist != NULL) 361 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 363 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
238 365
239 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
240 } 367 }
241 else 368 else
242 { /* use the style map */ 369 { /* use the style map */
243 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
245 } 372 }
246#endif 373#endif
247 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
249 376
250 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
252 } 379 }
253 380
254 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
256 { 383 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 385
260 if (trap_map) 386 if (trap_map)
261 { 387 {
262 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
263 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
265 if (the_trap) 393 if (the_trap)
266 { 394 {
267 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 396
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 397 new_trap->x = x;
272 new_trap->y = y; 398 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
274 } 400 }
275 } 401 }
276 } 402 }
277 403
278 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 408 {
284 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 411 }
290 412
291 /* actually place the chest. */ 413 /* actually place the chest. */
292 the_chest->x = xl; 414 the_chest->x = xl;
293 the_chest->y = yl; 415 the_chest->y = yl;
322 } 444 }
323 } 445 }
324 return NULL; 446 return NULL;
325} 447}
326 448
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (!the_keymaster)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 }
376
377 // can freeindex ever be < 0?
378 if (freeindex >= 0)
379 {
380 kx += freearr_x [freeindex];
381 ky += freearr_y [freeindex];
382 }
383 }
384 }
385 else
386 { /* NO_PASS_DOORS --we have to work harder. */
387 /* don't try to keyplace if we're sitting on a blocked square and
388 NO_PASS_DOORS is set. */
389 if (n_keys == 1)
390 {
391 if (wall_blocked (map, x, y))
392 return 0;
393
394 the_keymaster = find_monster_in_room (map, x, y, RP);
395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
396 find_spot_in_room (map, x, y, &kx, &ky, RP);
397 }
398 else
399 {
400 int sum = 0; /* count how many keys we actually place */
401
402 /* I'm lazy, so just try to place in all 4 directions. */
403 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
409 { /* diagonally this time. */
410 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 }
415
416 return 1;
417 }
418 }
419
420 if (!the_keymaster)
421 {
422 the_key->x = kx;
423 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1;
426 }
427
428 insert_ob_in_ob (the_key, the_keymaster);
429 return 1;
430}
431
432
433
434/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
435 450
436object *theMonsterToFind; 451object *theMonsterToFind;
437 452
438/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
470 return theMonsterToFind; 485 return theMonsterToFind;
471 } 486 }
472 } 487 }
473 488
474 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
476 { 491 {
477 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
478 if (theMonsterToFind != NULL) 493 if (theMonsterToFind != NULL)
479 return theMonsterToFind; 494 return theMonsterToFind;
480 } 495 }
496
481 return theMonsterToFind; 497 return theMonsterToFind;
482} 498}
483
484 499
485/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
486 real work. */ 501 real work. */
487
488object * 502object *
489find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
490{ 504{
491 char **layout2; 505 Layout layout2 (RP);
492 int i, j; 506
507 layout2->clear ();
508
509 /* allocate and copy the layout, converting C to 0. */
510 for (int i = 0; i < layout2->w; i++)
511 for (int j = 0; j < layout2->h; j++)
512 if (wall_blocked (map, i, j))
513 layout2[i][j] = '#';
493 514
494 theMonsterToFind = 0; 515 theMonsterToFind = 0;
495 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
496 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++)
498 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#';
504 }
505 }
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
507 517
508 /* deallocate the temp. layout */ 518 layout2.free ();
509 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]);
512 }
513 free (layout2);
514 519
515 return theMonsterToFind; 520 return theMonsterToFind;
516} 521}
517 522
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
543 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
546 551
547 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 553 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 555
551} 556}
552 557
553/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
574 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
576 581
577 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
578 { 583 {
579 i = RANDOM () % number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
582 } 587 }
583 588
584 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
652 *cy = ly; 657 *cy = ly;
653 return; 658 return;
654 } 659 }
655 } 660 }
656 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 663
659 if (i != -1) 664 if (i != -1)
660 { 665 {
661 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
692 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
693object ** 698object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 700{
696 int i; 701 int i;
697 char *doors[2]; 702 const char *doors[2];
698 object **doorlist; 703 object **doorlist;
699 int ndoors_made = 0; 704 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 706
702 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 747 return tmp;
743 return NULL; 748 return NULL;
744} 749}
745
746 750
747/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
748void 752void
749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
750{ 754{
765 layout[x][y] = 1; 769 layout[x][y] = 1;
766 door = door_in_square (map, x, y); 770 door = door_in_square (map, x, y);
767 if (door) 771 if (door)
768 { 772 {
769 doorlist[*ndoors] = door; 773 doorlist[*ndoors] = door;
774
770 if (*ndoors > 1022) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
771 { 776 {
772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
773 return; 778 return;
774 } 779 }
777 } 782 }
778 } 783 }
779 else 784 else
780 { 785 {
781 layout[x][y] = 1; 786 layout[x][y] = 1;
787
782 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 790 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
785 } 793 }
786} 794}
787 795
788/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
789object ** 797object **
790find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
791{ 799{
792 char **layout2;
793 object **doorlist;
794 int i, j; 800 int i, j;
795 int ndoors = 0; 801 int ndoors = 0;
796 802
797 doorlist = (object **) calloc (sizeof (int), 1024); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 804
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
807
800 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 810 for (j = 0; j < RP->Ysize; j++)
805 { 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#';
808 }
809 }
810 812
811 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
812 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
813 815
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 816 return doorlist;
820} 817}
821
822
823 818
824/* locks and/or hides all the doors in doorlist, or does nothing if 819/* locks and/or hides all the doors in doorlist, or does nothing if
825 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
826
827void 821void
828lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
829{ 823{
830 object *door; 824 object *door;
831 int i; 825 int i;
835 if (opts & DOORED) 829 if (opts & DOORED)
836 { 830 {
837 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
838 { 832 {
839 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
840 char keybuf[1024];
841 834
842 door = doorlist[i]; 835 door = doorlist[i];
843 new_door->face = door->face; 836 new_door->face = door->face;
844 new_door->x = door->x; 837 new_door->x = door->x;
845 new_door->y = door->y; 838 new_door->y = door->y;
846 door->remove (); 839 door->remove ();
847 door->destroy (); 840 door->destroy ();
848 doorlist[i] = new_door; 841 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
851 new_door->slaying = keybuf;
852 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
853 } 845 }
854 } 846 }
855 847
856 /* change the faces of the doors and surrounding walls to hide them. */ 848 /* change the faces of the doors and surrounding walls to hide them. */
857 if (opts & HIDDEN) 849 if (opts & HIDDEN)
866 { 858 {
867 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
871 door->face = wallface->face; 864 door->face = wallface->face;
865
872 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
873 wallface->remove (); 867 wallface->remove ();
868
874 wallface->destroy (); 869 wallface->destroy ();
875 } 870 }
876 } 871 }
877 } 872 }
878} 873}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines