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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.41 by root, Thu Jul 24 20:35:37 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_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}
46 165
47/* 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
48 * and doors but not monsters. 167 * and doors but not monsters.
49 * This function is not map tile aware. 168 * This function is not map tile aware.
50 */ 169 */
52wall_blocked (maptile *m, int x, int y) 171wall_blocked (maptile *m, int x, int y)
53{ 172{
54 if (OUT_OF_REAL_MAP (m, x, y)) 173 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 174 return 1;
56 175
176 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 178}
60 179
61/* place treasures in the map, given the 180/* place treasures in the map, given the
62map, (required) 181map, (required)
63layout, (required) 182layout, (required)
74 193
75 /* bail out if treasure isn't wanted. */ 194 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 195 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
78 return; 197 return;
198
79 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
81 201
82 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 204 {
85 if (RANDOM () % 2) 205 if (rmg_rndm (2))
86 treasureoptions -= 1; 206 treasureoptions -= 1;
87 else 207 else
88 treasureoptions -= 2; 208 treasureoptions -= 2;
89 } 209 }
90 210
91 /* pick the number of treasures */ 211 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
93 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);
94 else if (treasureoptions & RICH) 214 else if (treasureoptions & RICH)
95 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);
96 else 216 else
97 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);
98 218
99 if (num_treasures <= 0) 219 if (num_treasures <= 0)
100 return; 220 return;
101 221
102 /* get the style map */ 222 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 223 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 225 style_map = find_style (styledirname, treasure_style, -1);
106 226
227 if (!style_map)
228 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
230 return;
231 }
232
107 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
109 { 235 {
110
111 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
113 { 238 {
114 case LAYOUT_ONION: 239 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 240 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 248 for (j = 0; j < RP->Ysize; j++)
124 { 249 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 251 {
127 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 253 object *chest;
130 254
131 if (tdiv == 3) 255 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
133 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
134 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
135 if (!chest) 261 if (!chest)
136 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
263
137 if (treasureoptions & (DOORED | HIDDEN)) 264 if (treasureoptions & (DOORED | HIDDEN))
138 { 265 {
139 doorlist = find_doors_in_room (map, i, j, RP); 266 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 268 free (doorlist);
142 } 269 }
143 } 270 }
144 } 271 }
145 } 272 }
146 break; 273 break;
147 } 274 }
275
148 default: 276 default:
149 { 277 {
150 int i, j, tries; 278 int i, j, tries;
151 object *chest; 279 object *chest;
152 object **doorlist; 280 object **doorlist;
153 281
154 i = j = -1; 282 i = j = -1;
155 tries = 0; 283 tries = 0;
156 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
157 { 285 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
161 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
162 i = -1; 291 i = -1;
292
163 tries++; 293 tries++;
164 } 294 }
295
165 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
166 if (!chest) 298 if (!chest)
167 return; 299 return;
300
168 i = chest->x; 301 i = chest->x;
169 j = chest->y; 302 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
171 { 304 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
181 int ti, i, j; 314 int ti, i, j;
182 315
183 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
184 { 317 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 321 }
189 } 322 }
190} 323}
191 324
192/* 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
193 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,
194 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 */
195
196object * 328object *
197place_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)
198{ 330{
199 object *the_chest;
200 int i, xl, yl;
201
202 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
203 332
204 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
205 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
206 if (i == -1) 335 if (i == -1)
207 { 336 {
208 the_chest->destroy (); 337 the_chest->destroy ();
209 return NULL; 338 return NULL;
210 } 339 }
211 340
212 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
213 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
214 343
215 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
216 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
217 return 0; 346 return 0;
218 347
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 355
227 if (tlist != NULL) 356 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 358 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
231 360
232 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);
233 } 362 }
234 else 363 else
235 { /* use the style map */ 364 { /* use the style map */
236 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
238 } 367 }
239#endif 368#endif
240 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
242 371
243 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
245 } 374 }
246 375
247 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
248 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
249 { 378 {
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap;
252 380
253 if (trap_map) 381 if (trap_map)
254 { 382 {
255 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
256 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
258 if (the_trap) 388 if (the_trap)
259 { 389 {
260 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
261 391
262 new_trap = arch_to_object (the_trap->arch);
263 new_trap->copy_to (the_trap);
264 new_trap->x = x; 392 new_trap->x = x;
265 new_trap->y = y; 393 new_trap->y = y;
266 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
267 } 395 }
268 } 396 }
269 } 397 }
270 398
271 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
272 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
273 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 403 {
277 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
278
279 sprintf (keybuf, "%d", (int) RANDOM ());
280 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
282 } 406 }
283 407
284 /* actually place the chest. */ 408 /* actually place the chest. */
285 the_chest->x = xl; 409 the_chest->x = xl;
286 the_chest->y = yl; 410 the_chest->y = yl;
315 } 439 }
316 } 440 }
317 return NULL; 441 return NULL;
318} 442}
319 443
320
321
322/* places keys in the map, preferably in something alive.
323 keycode is the key's code,
324 door_flag is either PASS_DOORS or NO_PASS_DOORS.
325 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
326 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
327 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
328
329 The idea is that you call keyplace on x,y where a door is, and it'll make
330 sure a key is placed on both sides of the door.
331*/
332int
333keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
334{
335 int i, j;
336 int kx = 0, ky = 0;
337 object *the_keymaster; /* the monster that gets the key. */
338 object *the_key;
339
340 /* get a key and set its keycode */
341 the_key = get_archetype ("key2");
342 the_key->slaying = keycode;
343
344 if (door_flag == PASS_DOORS)
345 {
346 int tries = 0;
347
348 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster)
350 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1;
353 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP);
355 }
356
357 /* if we don't find a good keymaster, drop the key on the ground. */
358 if (!the_keymaster)
359 {
360 int freeindex;
361
362 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
368 }
369
370 // can freeindex ever be < 0?
371 if (freeindex >= 0)
372 {
373 kx += freearr_x [freeindex];
374 ky += freearr_y [freeindex];
375 }
376 }
377 }
378 else
379 { /* NO_PASS_DOORS --we have to work harder. */
380 /* don't try to keyplace if we're sitting on a blocked square and
381 NO_PASS_DOORS is set. */
382 if (n_keys == 1)
383 {
384 if (wall_blocked (map, x, y))
385 return 0;
386
387 the_keymaster = find_monster_in_room (map, x, y, RP);
388 if (!the_keymaster) /* if fail, find a spot to drop the key. */
389 find_spot_in_room (map, x, y, &kx, &ky, RP);
390 }
391 else
392 {
393 int sum = 0; /* count how many keys we actually place */
394
395 /* I'm lazy, so just try to place in all 4 directions. */
396 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
397 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
400
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 }
408
409 return 1;
410 }
411 }
412
413 if (!the_keymaster)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423}
424
425
426
427/* both find_monster_in_room routines need to have access to this. */ 444/* both find_monster_in_room routines need to have access to this. */
428 445
429object *theMonsterToFind; 446object *theMonsterToFind;
430 447
431/* 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.
463 return theMonsterToFind; 480 return theMonsterToFind;
464 } 481 }
465 } 482 }
466 483
467 /* 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 */
468 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++)
469 { 486 {
470 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);
471 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 489 return theMonsterToFind;
473 } 490 }
491
474 return theMonsterToFind; 492 return theMonsterToFind;
475} 493}
476
477 494
478/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
479 real work. */ 496 real work. */
480
481object * 497object *
482find_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)
483{ 499{
484 char **layout2; 500 Layout layout2 (RP);
485 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] = '#';
486 509
487 theMonsterToFind = 0; 510 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 512
501 /* deallocate the temp. layout */ 513 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 514
508 return theMonsterToFind; 515 return theMonsterToFind;
509} 516}
510 517
511/* 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 */
536 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
539 546
540 /* 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 */
541 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++)
542 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);
543 550
544} 551}
545 552
546/* 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. */
567 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
569 576
570 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
571 { 578 {
572 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
575 } 582 }
576 583
577 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
645 *cy = ly; 652 *cy = ly;
646 return; 653 return;
647 } 654 }
648 } 655 }
649 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
650 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);
651 658
652 if (i != -1) 659 if (i != -1)
653 { 660 {
654 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
660 *cx = -1; 667 *cx = -1;
661 *cy = -1; 668 *cy = -1;
662 } 669 }
663} 670}
664 671
665
666void 672void
667remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
668{ 674{
669 object *tmp; 675 object *tmp;
670 676
671 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)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 679 {
674 if (tmp->head) 680 if (tmp->head)
675 tmp = tmp->head; 681 tmp = tmp->head;
676 tmp->remove (); 682 tmp->remove ();
679 if (tmp == NULL) 685 if (tmp == NULL)
680 break; 686 break;
681 }; 687 };
682} 688}
683 689
684
685/* 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
686 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
687 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
688
689object ** 693object **
690surround_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)
691{ 695{
692 int i; 696 int i;
693 char *doors[2]; 697 const char *doors[2];
694 object **doorlist; 698 object **doorlist;
695 int ndoors_made = 0; 699 int ndoors_made = 0;
696 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 */
697 701
698 /* 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 */
710 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
712 { 716 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 718
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
717 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]);
718 724 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 726 ndoors_made++;
725 } 727 }
726 } 728 }
729
727 return doorlist; 730 return doorlist;
728} 731}
729 732
730 733
731/* 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. */
737 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)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 742 return tmp;
740 return NULL; 743 return NULL;
741} 744}
742
743 745
744/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
745void 747void
746find_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)
747{ 749{
762 layout[x][y] = 1; 764 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
764 if (door) 766 if (door)
765 { 767 {
766 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
767 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
768 { 771 {
769 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");
770 return; 773 return;
771 } 774 }
774 } 777 }
775 } 778 }
776 else 779 else
777 { 780 {
778 layout[x][y] = 1; 781 layout[x][y] = 1;
782
779 /* 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 */
780 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++)
781 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);
782 } 788 }
783} 789}
784 790
785/* 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. */
786object ** 792object **
787find_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)
788{ 794{
789 char **layout2;
790 object **doorlist;
791 int i, j; 795 int i, j;
792 int ndoors = 0; 796 int ndoors = 0;
793 797
794 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 799
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
797 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
802 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#';
805 }
806 }
807 807
808 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
809 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);
810 810
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 811 return doorlist;
817} 812}
818
819
820 813
821/* 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
822 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
823
824void 816void
825lock_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)
826{ 818{
827 object *door; 819 object *door;
828 int i; 820 int i;
831 823
832 if (opts & DOORED) 824 if (opts & DOORED)
833 { 825 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
835 { 827 {
836 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype (shstr_locked_door1);
837 char keybuf[1024];
838 829
839 door = doorlist[i]; 830 door = doorlist[i];
840 new_door->face = door->face; 831 new_door->face = door->face;
841 new_door->x = door->x; 832 new_door->x = door->x;
842 new_door->y = door->y; 833 new_door->y = door->y;
843 door->remove (); 834 door->remove ();
844 door->destroy (); 835 door->destroy ();
845 doorlist[i] = new_door; 836 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
848 new_door->slaying = keybuf;
849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
850 } 840 }
851 } 841 }
852 842
853 /* 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. */
854 if (opts & HIDDEN) 844 if (opts & HIDDEN)
863 { 853 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
868 door->face = wallface->face; 859 door->face = wallface->face;
860
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
870 wallface->remove (); 862 wallface->remove ();
863
871 wallface->destroy (); 864 wallface->destroy ();
872 } 865 }
873 } 866 }
874 } 867 }
875} 868}

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