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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.32 by root, Thu Nov 8 19:43:25 2007 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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
45/* a macro to get a strongly centered random distribution, 45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 46 from 0 to x, centered at x/2 */
47static int 47static int
48bc_random (int x) 48bc_random (int x)
49{ 49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 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;
51} 169}
52 170
53/* 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
54 * and doors but not monsters. 172 * and doors but not monsters.
55 * This function is not map tile aware. 173 * This function is not map tile aware.
82 if (treasure_style) 200 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 201 if (!strcmp (treasure_style, "none"))
84 return; 202 return;
85 203
86 if (treasureoptions <= 0) 204 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 206
89 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 209 {
92 if (rndm (2)) 210 if (rmg_rndm (2))
93 treasureoptions -= 1; 211 treasureoptions -= 1;
94 else 212 else
95 treasureoptions -= 2; 213 treasureoptions -= 2;
96 } 214 }
97 215
118 } 236 }
119 237
120 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
122 { 240 {
123
124 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
126 { 243 {
127 case LAYOUT_ONION: 244 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
136 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
137 { 254 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
139 { 256 {
140 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest; 258 object *chest;
143 259
144 if (tdiv == 3) 260 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
146 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
147 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
148 if (!chest) 266 if (!chest)
149 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
150 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
151 { 270 {
152 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist); 273 free (doorlist);
155 } 274 }
156 } 275 }
157 } 276 }
158 } 277 }
159 break; 278 break;
160 } 279 }
280
161 default: 281 default:
162 { 282 {
163 int i, j, tries; 283 int i, j, tries;
164 object *chest; 284 object *chest;
165 object **doorlist; 285 object **doorlist;
166 286
167 i = j = -1; 287 i = j = -1;
168 tries = 0; 288 tries = 0;
169 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
170 { 290 {
171 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
173 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
174 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
175 i = -1; 296 i = -1;
297
176 tries++; 298 tries++;
177 } 299 }
300
178 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
179 if (!chest) 303 if (!chest)
180 return; 304 return;
305
181 i = chest->x; 306 i = chest->x;
182 j = chest->y; 307 j = chest->y;
183 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
184 { 309 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
193 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
194 int ti, i, j; 319 int ti, i, j;
195 320
196 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
197 { 322 {
198 i = rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
199 j = rndm (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
200 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
201 } 326 }
202 } 327 }
203} 328}
204 329
205/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
206 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
207 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
208
209object * 333object *
210place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
211{ 335{
212 object *the_chest;
213 int i, xl, yl;
214
215 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
216 337
217 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
218 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
219 if (i == -1) 340 if (i == -1)
220 { 341 {
221 the_chest->destroy (); 342 the_chest->destroy ();
222 return NULL; 343 return NULL;
223 } 344 }
224 345
225 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
226 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
227 348
228 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
229 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
230 return 0; 351 return 0;
231 352
238 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
239 360
240 if (tlist != NULL) 361 if (tlist != NULL)
241 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
242 { /* use the treasure list */ 363 { /* use the treasure list */
243 object *new_treasure = style_map->pick_random_object (); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
244 365
245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
246 } 367 }
247 else 368 else
248 { /* use the style map */ 369 { /* use the style map */
259 380
260 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
262 { 383 {
263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265 385
266 if (trap_map) 386 if (trap_map)
267 { 387 {
268 the_trap = trap_map->pick_random_object (); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
269 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
271 if (the_trap) 393 if (the_trap)
272 { 394 {
273 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 396
275 new_trap = arch_to_object (the_trap->arch);
276 new_trap->copy_to (the_trap);
277 new_trap->x = x; 397 new_trap->x = x;
278 new_trap->y = y; 398 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
280 } 400 }
281 } 401 }
284 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
288 { 408 {
289 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
290
291 sprintf (keybuf, "%d", rndm (1000000000));
292 the_chest->slaying = keybuf;
293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
294 } 411 }
295 412
296 /* actually place the chest. */ 413 /* actually place the chest. */
297 the_chest->x = xl; 414 the_chest->x = xl;
298 the_chest->y = yl; 415 the_chest->y = yl;
327 } 444 }
328 } 445 }
329 return NULL; 446 return NULL;
330} 447}
331 448
332
333
334/* places keys in the map, preferably in something alive.
335 keycode is the key's code,
336 door_flag is either PASS_DOORS or NO_PASS_DOORS.
337 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
338 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
340
341 The idea is that you call keyplace on x,y where a door is, and it'll make
342 sure a key is placed on both sides of the door.
343*/
344int
345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
346{
347 int i, j;
348 int kx = 0, ky = 0;
349 object *the_keymaster; /* the monster that gets the key. */
350 object *the_key;
351
352 /* get a key and set its keycode */
353 the_key = get_archetype ("key2");
354 the_key->slaying = keycode;
355
356 if (door_flag == PASS_DOORS)
357 {
358 int tries = 0;
359
360 the_keymaster = 0;
361 while (tries < 15 && !the_keymaster)
362 {
363 i = rndm (RP->Xsize - 2) + 1;
364 j = rndm (RP->Ysize - 2) + 1;
365 tries++;
366 the_keymaster = find_closest_monster (map, i, j, RP);
367 }
368
369 /* if we don't find a good keymaster, drop the key on the ground. */
370 if (!the_keymaster)
371 {
372 int freeindex;
373
374 freeindex = -1;
375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
376 {
377 kx = rndm (RP->Xsize - 2) + 1;
378 ky = rndm (RP->Ysize - 2) + 1;
379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
380 }
381
382 // can freeindex ever be < 0?
383 if (freeindex >= 0)
384 {
385 kx += freearr_x [freeindex];
386 ky += freearr_y [freeindex];
387 }
388 }
389 }
390 else
391 { /* NO_PASS_DOORS --we have to work harder. */
392 /* don't try to keyplace if we're sitting on a blocked square and
393 NO_PASS_DOORS is set. */
394 if (n_keys == 1)
395 {
396 if (wall_blocked (map, x, y))
397 return 0;
398
399 the_keymaster = find_monster_in_room (map, x, y, RP);
400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
401 find_spot_in_room (map, x, y, &kx, &ky, RP);
402 }
403 else
404 {
405 int sum = 0; /* count how many keys we actually place */
406
407 /* I'm lazy, so just try to place in all 4 directions. */
408 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
414 { /* diagonally this time. */
415 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
416 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
418 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
419 }
420
421 return 1;
422 }
423 }
424
425 if (!the_keymaster)
426 {
427 the_key->x = kx;
428 the_key->y = ky;
429 insert_ob_in_map (the_key, map, NULL, 0);
430 return 1;
431 }
432
433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
434 return 1;
435}
436
437
438
439/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
440 450
441object *theMonsterToFind; 451object *theMonsterToFind;
442 452
443/* 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.
475 return theMonsterToFind; 485 return theMonsterToFind;
476 } 486 }
477 } 487 }
478 488
479 /* 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 */
480 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++)
481 { 491 {
482 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);
483 if (theMonsterToFind != NULL) 493 if (theMonsterToFind != NULL)
484 return theMonsterToFind; 494 return theMonsterToFind;
485 } 495 }
496
486 return theMonsterToFind; 497 return theMonsterToFind;
487} 498}
488
489 499
490/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
491 real work. */ 501 real work. */
492
493object * 502object *
494find_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)
495{ 504{
496 char **layout2; 505 Layout layout2 (RP);
497 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] = '#';
498 514
499 theMonsterToFind = 0; 515 theMonsterToFind = 0;
500 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
501 /* allocate and copy the layout, converting C to 0. */
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
505 for (j = 0; j < RP->Ysize; j++)
506 {
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510 }
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 517
513 /* deallocate the temp. layout */ 518 layout2.free ();
514 for (i = 0; i < RP->Xsize; i++)
515 {
516 free (layout2[i]);
517 }
518 free (layout2);
519 519
520 return theMonsterToFind; 520 return theMonsterToFind;
521} 521}
522 522
523/* 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 */
548 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551 551
552 /* 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 */
553 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++)
554 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);
555 555
556} 556}
557 557
558/* 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. */
579 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
580 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
581 581
582 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
583 { 583 {
584 i = rndm (number_of_free_spots_in_room); 584 i = rmg_rndm (number_of_free_spots_in_room);
585 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
586 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
587 } 587 }
588 588
589 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
657 *cy = ly; 657 *cy = ly;
658 return; 658 return;
659 } 659 }
660 } 660 }
661 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 663
664 if (i != -1) 664 if (i != -1)
665 { 665 {
666 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 747 return tmp;
748 return NULL; 748 return NULL;
749} 749}
750 750
751
752/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
753void 752void
754find_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)
755{ 754{
756 int i, j; 755 int i, j;
770 layout[x][y] = 1; 769 layout[x][y] = 1;
771 door = door_in_square (map, x, y); 770 door = door_in_square (map, x, y);
772 if (door) 771 if (door)
773 { 772 {
774 doorlist[*ndoors] = door; 773 doorlist[*ndoors] = door;
774
775 if (*ndoors > 1022) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
776 { 776 {
777 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");
778 return; 778 return;
779 } 779 }
784 else 784 else
785 { 785 {
786 layout[x][y] = 1; 786 layout[x][y] = 1;
787 787
788 /* 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 */
789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
790 find_doors_in_room_recursive (layout, map, 790 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP); 792 doorlist, ndoors, RP);
793 } 793 }
794} 794}
795 795
796/* 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. */
797object ** 797object **
798find_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)
799{ 799{
800 char **layout2;
801 object **doorlist;
802 int i, j; 800 int i, j;
803 int ndoors = 0; 801 int ndoors = 0;
804 802
805 doorlist = (object **) calloc (sizeof (int), 1024); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 804
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
807
808 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 810 for (j = 0; j < RP->Ysize; j++)
813 { 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 812
819 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
820 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);
821 815
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 816 return doorlist;
828} 817}
829
830
831 818
832/* 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
833 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
834
835void 821void
836lock_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)
837{ 823{
838 object *door; 824 object *door;
839 int i; 825 int i;
843 if (opts & DOORED) 829 if (opts & DOORED)
844 { 830 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
846 { 832 {
847 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
848 char keybuf[1024];
849 834
850 door = doorlist[i]; 835 door = doorlist[i];
851 new_door->face = door->face; 836 new_door->face = door->face;
852 new_door->x = door->x; 837 new_door->x = door->x;
853 new_door->y = door->y; 838 new_door->y = door->y;
854 door->remove (); 839 door->remove ();
855 door->destroy (); 840 door->destroy ();
856 doorlist[i] = new_door; 841 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", rndm (1000000000)); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
859 new_door->slaying = keybuf;
860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
861 } 845 }
862 } 846 }
863 847
864 /* 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. */
865 if (opts & HIDDEN) 849 if (opts & HIDDEN)
874 { 858 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
879 door->face = wallface->face; 864 door->face = wallface->face;
865
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
881 wallface->remove (); 867 wallface->remove ();
868
882 wallface->destroy (); 869 wallface->destroy ();
883 } 870 }
884 } 871 }
885 } 872 }
886} 873}

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