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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.41 by root, Thu Jul 24 20:35:37 2008 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
4 * 3 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 * 7 *
9 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 * 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
11 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen
31 *
32 * This program is free software; you can redistribute it and/or modify
33 * it under the terms of the GNU General Public License as published by
34 * the Free Software Foundation; either version 2 of the License, or
35 * (at your option) any later version. 11 * (at your option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 * 20 *
46 * 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>
47 */ 22 */
48>>>>>>> 1.18
49 23
50/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
51 25
52#include <global.h> 26#include <global.h>
53#include <random_map.h> 27#include <random_map.h>
66#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 */
67 41
68#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 43#define PASS_DOORS 1
70 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_key_random_map);
58 key->slaying = keycode;
59 return key;
60}
61
62/* places keys in the map, preferably in something alive.
63 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
66 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
67 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
68
69 The idea is that you call keyplace on x,y where a door is, and it'll make
70 sure a key is placed on both sides of the door.
71*/
72static int
73keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
74{
75 int i, j;
76 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode);
79
80 if (door_flag == PASS_DOORS)
81 {
82 int tries = 0;
83
84 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster)
86 {
87 i = rmg_rndm (RP->Xsize - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1;
89 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP);
91 }
92
93 /* if we don't find a good keymaster, drop the key on the ground. */
94 if (!the_keymaster)
95 {
96 int freeindex;
97
98 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 }
105
106 // can freeindex ever be < 0?
107 if (freeindex >= 0)
108 {
109 kx += freearr_x [freeindex];
110 ky += freearr_y [freeindex];
111 }
112 }
113 }
114 else
115 { /* NO_PASS_DOORS --we have to work harder. */
116 /* don't try to keyplace if we're sitting on a blocked square and
117 NO_PASS_DOORS is set. */
118 if (n_keys == 1)
119 {
120 if (wall_blocked (map, x, y))
121 {
122 the_key->destroy ();
123 return 0;
124 }
125
126 the_keymaster = find_monster_in_room (map, x, y, RP);
127 if (!the_keymaster) /* if fail, find a spot to drop the key. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP);
129 }
130 else
131 {
132 int sum = 0; /* count how many keys we actually place */
133
134 /* I'm lazy, so just try to place in all 4 directions. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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
140 if (sum < 2) /* we might have made a disconnected map-place more keys. */
141 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
147
148 the_key->destroy ();
149 return 1;
150 }
151 }
152
153 LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
154 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key);
156 else
157 {
158 the_key->x = kx;
159 the_key->y = ky;
160 insert_ob_in_map (the_key, map, NULL, 0);
161 }
162
163 return 1;
164}
71 165
72/* returns true if square x,y has P_NO_PASS set, which is true for walls 166/* returns true if square x,y has P_NO_PASS set, which is true for walls
73 * and doors but not monsters. 167 * and doors but not monsters.
74 * This function is not map tile aware. 168 * This function is not map tile aware.
75 */ 169 */
77wall_blocked (maptile *m, int x, int y) 171wall_blocked (maptile *m, int x, int y)
78{ 172{
79 if (OUT_OF_REAL_MAP (m, x, y)) 173 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 174 return 1;
81 175
176 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 178}
85 179
86/* place treasures in the map, given the 180/* place treasures in the map, given the
87map, (required) 181map, (required)
88layout, (required) 182layout, (required)
99 193
100 /* bail out if treasure isn't wanted. */ 194 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 195 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
103 return; 197 return;
198
104 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
106 201
107 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 204 {
110 if (RANDOM () % 2) 205 if (rmg_rndm (2))
111 treasureoptions -= 1; 206 treasureoptions -= 1;
112 else 207 else
113 treasureoptions -= 2; 208 treasureoptions -= 2;
114 } 209 }
115 210
116 /* pick the number of treasures */ 211 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
118 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 213 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
119 else if (treasureoptions & RICH) 214 else if (treasureoptions & RICH)
120 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 215 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
121 else 216 else
122 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 217 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
123 218
124 if (num_treasures <= 0) 219 if (num_treasures <= 0)
125 return; 220 return;
126 221
127 /* get the style map */ 222 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 223 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 225 style_map = find_style (styledirname, treasure_style, -1);
131 226
227 if (!style_map)
228 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
230 return;
231 }
232
132 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
134 { 235 {
135
136 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
138 { 238 {
139 case LAYOUT_ONION: 239 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 240 case LAYOUT_SPIRAL:
148 for (j = 0; j < RP->Ysize; j++) 248 for (j = 0; j < RP->Ysize; j++)
149 { 249 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 { 251 {
152 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 253 object *chest;
155 254
156 if (tdiv == 3) 255 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
158 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
159 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 259 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
260
160 if (!chest) 261 if (!chest)
161 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
263
162 if (treasureoptions & (DOORED | HIDDEN)) 264 if (treasureoptions & (DOORED | HIDDEN))
163 { 265 {
164 doorlist = find_doors_in_room (map, i, j, RP); 266 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 268 free (doorlist);
167 } 269 }
168 } 270 }
169 } 271 }
170 } 272 }
171 break; 273 break;
172 } 274 }
275
173 default: 276 default:
174 { 277 {
175 int i, j, tries; 278 int i, j, tries;
176 object *chest; 279 object *chest;
177 object **doorlist; 280 object **doorlist;
178 281
179 i = j = -1; 282 i = j = -1;
180 tries = 0; 283 tries = 0;
181 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
182 { 285 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
186 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
187 i = -1; 291 i = -1;
292
188 tries++; 293 tries++;
189 } 294 }
295
190 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 296 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
297
191 if (!chest) 298 if (!chest)
192 return; 299 return;
300
193 i = chest->x; 301 i = chest->x;
194 j = chest->y; 302 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
196 { 304 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
205 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
206 int ti, i, j; 314 int ti, i, j;
207 315
208 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
209 { 317 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 321 }
214 } 322 }
215} 323}
216 324
217/* put a chest into the map, near x and y, with the treasure style 325/* put a chest into the map, near x and y, with the treasure style
218 determined (may be null, or may be a treasure list from lib/treasures, 326 determined (may be null, or may be a treasure list from lib/treasures,
219 if the global variable "treasurestyle" is set to that treasure list's name */ 327 if the global variable "treasurestyle" is set to that treasure list's name */
220
221object * 328object *
222place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
223{ 330{
224 object *the_chest;
225 int i, xl, yl;
226
227 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
228 332
229 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
230 i = find_first_free_spot (the_chest, map, x, y); 334 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
231 if (i == -1) 335 if (i == -1)
232 { 336 {
233 the_chest->destroy (); 337 the_chest->destroy ();
234 return NULL; 338 return NULL;
235 } 339 }
236 340
237 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
238 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
239 343
240 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
241 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
242 return 0; 346 return 0;
243 347
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 355
252 if (tlist != NULL) 356 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 358 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
256 360
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
258 } 362 }
259 else 363 else
260 { /* use the style map */ 364 { /* use the style map */
261 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
263 } 367 }
264#endif 368#endif
265 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
267 371
268 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
270 } 374 }
271 375
272 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
273 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
274 { 378 {
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap;
277 380
278 if (trap_map) 381 if (trap_map)
279 { 382 {
280 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
281 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
283 if (the_trap) 388 if (the_trap)
284 { 389 {
285 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
286 391
287 new_trap = arch_to_object (the_trap->arch);
288 new_trap->copy_to (the_trap);
289 new_trap->x = x; 392 new_trap->x = x;
290 new_trap->y = y; 393 new_trap->y = y;
291 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
292 } 395 }
293 } 396 }
294 } 397 }
295 398
296 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
297 the lockcode. It's not worth bothering to lock the chest if 400 the lockcode. It's not worth bothering to lock the chest if
298 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 403 {
302 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
303
304 sprintf (keybuf, "%d", (int) RANDOM ());
305 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
307 } 406 }
308 407
309 /* actually place the chest. */ 408 /* actually place the chest. */
310 the_chest->x = xl; 409 the_chest->x = xl;
311 the_chest->y = yl; 410 the_chest->y = yl;
340 } 439 }
341 } 440 }
342 return NULL; 441 return NULL;
343} 442}
344 443
345
346
347/* places keys in the map, preferably in something alive.
348 keycode is the key's code,
349 door_flag is either PASS_DOORS or NO_PASS_DOORS.
350 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
351 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
353
354 The idea is that you call keyplace on x,y where a door is, and it'll make
355 sure a key is placed on both sides of the door.
356*/
357int
358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
359{
360 int i, j;
361 int kx = 0, ky = 0;
362 object *the_keymaster; /* the monster that gets the key. */
363 object *the_key;
364
365 /* get a key and set its keycode */
366 the_key = get_archetype ("key2");
367 the_key->slaying = keycode;
368
369 if (door_flag == PASS_DOORS)
370 {
371 int tries = 0;
372
373 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster)
375 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
378 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP);
380 }
381
382 /* if we don't find a good keymaster, drop the key on the ground. */
383 if (!the_keymaster)
384 {
385 int freeindex;
386
387 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 }
394
395 // can freeindex ever be < 0?
396 if (freeindex >= 0)
397 {
398 kx += freearr_x [freeindex];
399 ky += freearr_y [freeindex];
400 }
401 }
402 }
403 else
404 { /* NO_PASS_DOORS --we have to work harder. */
405 /* don't try to keyplace if we're sitting on a blocked square and
406 NO_PASS_DOORS is set. */
407 if (n_keys == 1)
408 {
409 if (wall_blocked (map, x, y))
410 return 0;
411
412 the_keymaster = find_monster_in_room (map, x, y, RP);
413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
414 find_spot_in_room (map, x, y, &kx, &ky, RP);
415 }
416 else
417 {
418 int sum = 0; /* count how many keys we actually place */
419
420 /* I'm lazy, so just try to place in all 4 directions. */
421 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
422 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
427 { /* diagonally this time. */
428 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
429 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
430 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
432 }
433
434 return 1;
435 }
436 }
437
438 if (!the_keymaster)
439 {
440 the_key->x = kx;
441 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1;
444 }
445
446 insert_ob_in_ob (the_key, the_keymaster);
447 return 1;
448}
449
450
451
452/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
453 445
454object *theMonsterToFind; 446object *theMonsterToFind;
455 447
456/* a recursive routine which will return a monster, eventually,if there is one. 448/* a recursive routine which will return a monster, eventually,if there is one.
488 return theMonsterToFind; 480 return theMonsterToFind;
489 } 481 }
490 } 482 }
491 483
492 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 486 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
496 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 489 return theMonsterToFind;
498 } 490 }
491
499 return theMonsterToFind; 492 return theMonsterToFind;
500} 493}
501
502 494
503/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
504 real work. */ 496 real work. */
505
506object * 497object *
507find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
508{ 499{
509 char **layout2; 500 Layout layout2 (RP);
510 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
511 509
512 theMonsterToFind = 0; 510 theMonsterToFind = 0;
513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
514 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
523 }
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 512
526 /* deallocate the temp. layout */ 513 layout2.free ();
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532 514
533 return theMonsterToFind; 515 return theMonsterToFind;
534} 516}
535 517
536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
561 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
564 546
565 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 550
569} 551}
570 552
571/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
592 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
594 576
595 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
596 { 578 {
597 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
600 } 582 }
601 583
602 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
670 *cy = ly; 652 *cy = ly;
671 return; 653 return;
672 } 654 }
673 } 655 }
674 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
676 658
677 if (i != -1) 659 if (i != -1)
678 { 660 {
679 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
685 *cx = -1; 667 *cx = -1;
686 *cy = -1; 668 *cy = -1;
687 } 669 }
688} 670}
689 671
690
691void 672void
692remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
693{ 674{
694 object *tmp; 675 object *tmp;
695 676
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 679 {
699 if (tmp->head) 680 if (tmp->head)
700 tmp = tmp->head; 681 tmp = tmp->head;
701 tmp->remove (); 682 tmp->remove ();
704 if (tmp == NULL) 685 if (tmp == NULL)
705 break; 686 break;
706 }; 687 };
707} 688}
708 689
709
710/* surrounds the point x,y by doors, so as to enclose something, like 690/* surrounds the point x,y by doors, so as to enclose something, like
711 a chest. It only goes as far as the 8 squares surrounding, and 691 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
713
714object ** 693object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{ 695{
717 int i; 696 int i;
718 char *doors[2]; 697 const char *doors[2];
719 object **doorlist; 698 object **doorlist;
720 int ndoors_made = 0; 699 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 701
723 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
737 { 716 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 718
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 724 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 726 ndoors_made++;
750 } 727 }
751 } 728 }
729
752 return doorlist; 730 return doorlist;
753} 731}
754 732
755 733
756/* returns the first door in this square, or NULL if there isn't a door. */ 734/* returns the first door in this square, or NULL if there isn't a door. */
762 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 742 return tmp;
765 return NULL; 743 return NULL;
766} 744}
767
768 745
769/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
770void 747void
771find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
772{ 749{
787 layout[x][y] = 1; 764 layout[x][y] = 1;
788 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
789 if (door) 766 if (door)
790 { 767 {
791 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
792 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
793 { 771 {
794 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
795 return; 773 return;
796 } 774 }
799 } 777 }
800 } 778 }
801 else 779 else
802 { 780 {
803 layout[x][y] = 1; 781 layout[x][y] = 1;
782
804 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* now search all the 8 squares around recursively for free spots,in random order */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 785 find_doors_in_room_recursive (layout, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
787 doorlist, ndoors, RP);
807 } 788 }
808} 789}
809 790
810/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
811object ** 792object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
813{ 794{
814 char **layout2;
815 object **doorlist;
816 int i, j; 795 int i, j;
817 int ndoors = 0; 796 int ndoors = 0;
818 797
819 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 799
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
822 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
827 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 807
833 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
835 810
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 811 return doorlist;
842} 812}
843
844
845 813
846/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
847 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
848
849void 816void
850lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
851{ 818{
852 object *door; 819 object *door;
853 int i; 820 int i;
856 823
857 if (opts & DOORED) 824 if (opts & DOORED)
858 { 825 {
859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
860 { 827 {
861 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype (shstr_locked_door1);
862 char keybuf[1024];
863 829
864 door = doorlist[i]; 830 door = doorlist[i];
865 new_door->face = door->face; 831 new_door->face = door->face;
866 new_door->x = door->x; 832 new_door->x = door->x;
867 new_door->y = door->y; 833 new_door->y = door->y;
868 door->remove (); 834 door->remove ();
869 door->destroy (); 835 door->destroy ();
870 doorlist[i] = new_door; 836 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
873 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
875 } 840 }
876 } 841 }
877 842
878 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
879 if (opts & HIDDEN) 844 if (opts & HIDDEN)
888 { 853 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
893 door->face = wallface->face; 859 door->face = wallface->face;
860
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
895 wallface->remove (); 862 wallface->remove ();
863
896 wallface->destroy (); 864 wallface->destroy ();
897 } 865 }
898 } 866 }
899 } 867 }
900} 868}

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