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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 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)
76 if (treasure_style) 195 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 196 if (!strcmp (treasure_style, "none"))
78 return; 197 return;
79 198
80 if (treasureoptions <= 0) 199 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 200 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 201
83 /* filter out the mutually exclusive options */ 202 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 203 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 204 {
86 if (rndm (2)) 205 if (rmg_rndm (2))
87 treasureoptions -= 1; 206 treasureoptions -= 1;
88 else 207 else
89 treasureoptions -= 2; 208 treasureoptions -= 2;
90 } 209 }
91 210
92 /* pick the number of treasures */ 211 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 212 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 214 else if (treasureoptions & RICH)
96 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);
97 else 216 else
98 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);
99 218
100 if (num_treasures <= 0) 219 if (num_treasures <= 0)
101 return; 220 return;
102 221
103 /* get the style map */ 222 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 223 sprintf (styledirname, "%s", "/styles/treasurestyles");
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 style_map = find_style (styledirname, treasure_style, -1); 225 style_map = find_style (styledirname, treasure_style, -1);
107 226
227 if (!style_map)
228 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
230 return;
231 }
232
108 /* all the treasure at one spot in the map. */ 233 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 234 if (treasureoptions & CONCENTRATED)
110 { 235 {
111
112 /* map_layout_style global, and is previously set */ 236 /* map_layout_style global, and is previously set */
113 switch (RP->map_layout_style) 237 switch (RP->map_layout_style)
114 { 238 {
115 case LAYOUT_ONION: 239 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL: 240 case LAYOUT_SPIRAL:
124 for (j = 0; j < RP->Ysize; j++) 248 for (j = 0; j < RP->Ysize; j++)
125 { 249 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 250 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 { 251 {
128 int tdiv = RP->symmetry_used; 252 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 253 object *chest;
131 254
132 if (tdiv == 3) 255 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 256 tdiv = 2; /* this symmetry uses a divisor of 2 */
257
134 /* don't put a chest on an exit. */ 258 /* don't put a chest on an exit. */
135 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
136 if (!chest) 261 if (!chest)
137 continue; /* if no chest was placed NEXT */ 262 continue; /* if no chest was placed NEXT */
263
138 if (treasureoptions & (DOORED | HIDDEN)) 264 if (treasureoptions & (DOORED | HIDDEN))
139 { 265 {
140 doorlist = find_doors_in_room (map, i, j, RP); 266 object **doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 267 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 268 free (doorlist);
143 } 269 }
144 } 270 }
145 } 271 }
146 } 272 }
147 break; 273 break;
148 } 274 }
275
149 default: 276 default:
150 { 277 {
151 int i, j, tries; 278 int i, j, tries;
152 object *chest; 279 object *chest;
153 object **doorlist; 280 object **doorlist;
154 281
155 i = j = -1; 282 i = j = -1;
156 tries = 0; 283 tries = 0;
157 while (i == -1 && tries < 100) 284 while (i == -1 && tries < 100)
158 { 285 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 286 i = rmg_rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 287 j = rmg_rndm (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP); 288 find_enclosed_spot (map, &i, &j, RP);
289
162 if (wall_blocked (map, i, j)) 290 if (wall_blocked (map, i, j))
163 i = -1; 291 i = -1;
292
164 tries++; 293 tries++;
165 } 294 }
295
166 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
167 if (!chest) 298 if (!chest)
168 return; 299 return;
300
169 i = chest->x; 301 i = chest->x;
170 j = chest->y; 302 j = chest->y;
171 if (treasureoptions & (DOORED | HIDDEN)) 303 if (treasureoptions & (DOORED | HIDDEN))
172 { 304 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
181 { /* DIFFUSE treasure layout */ 313 { /* DIFFUSE treasure layout */
182 int ti, i, j; 314 int ti, i, j;
183 315
184 for (ti = 0; ti < num_treasures; ti++) 316 for (ti = 0; ti < num_treasures; ti++)
185 { 317 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 318 i = rmg_rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 319 j = rmg_rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 320 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 321 }
190 } 322 }
191} 323}
192 324
193/* 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
194 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,
195 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 */
196
197object * 328object *
198place_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)
199{ 330{
200 object *the_chest;
201 int i, xl, yl;
202
203 the_chest = get_archetype ("chest"); /* was "chest_2" */ 331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
204 332
205 /* first, find a place to put the chest. */ 333 /* first, find a place to put the chest. */
206 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
207 if (i == -1) 335 if (i == -1)
208 { 336 {
209 the_chest->destroy (); 337 the_chest->destroy ();
210 return NULL; 338 return NULL;
211 } 339 }
212 340
213 xl = x + freearr_x[i]; 341 int xl = x + freearr_x[i];
214 yl = y + freearr_y[i]; 342 int yl = y + freearr_y[i];
215 343
216 /* if the placement is blocked, return a fail. */ 344 /* if the placement is blocked, return a fail. */
217 if (wall_blocked (map, xl, yl)) 345 if (wall_blocked (map, xl, yl))
218 return 0; 346 return 0;
219 347
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 354 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 355
228 if (tlist != NULL) 356 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 357 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 358 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 359 object *new_treasure = style_map->pick_random_object (rmg_rndm);
232 360
233 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);
234 } 362 }
235 else 363 else
236 { /* use the style map */ 364 { /* use the style map */
237 the_chest->randomitems = tlist; 365 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 366 the_chest->stats.hp = n_treasures;
239 } 367 }
240#endif 368#endif
241 { /* neither style_map no treasure list given */ 369 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 370 treasurelist *tlist = treasurelist::find ("chest");
243 371
244 the_chest->randomitems = tlist; 372 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 373 the_chest->stats.hp = n_treasures;
246 } 374 }
247 375
248 /* stick a trap in the chest if required */ 376 /* stick a trap in the chest if required */
249 if (treasureoptions & TRAPPED) 377 if (treasureoptions & TRAPPED)
250 { 378 {
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
252 object *the_trap;
253 380
254 if (trap_map) 381 if (trap_map)
255 { 382 {
256 the_trap = pick_random_object (trap_map); 383 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384
257 the_trap->stats.Cha = 10 + RP->difficulty; 385 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 386 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
387
259 if (the_trap) 388 if (the_trap)
260 { 389 {
261 object *new_trap; 390 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
262 391
263 new_trap = arch_to_object (the_trap->arch);
264 new_trap->copy_to (the_trap);
265 new_trap->x = x; 392 new_trap->x = x;
266 new_trap->y = y; 393 new_trap->y = y;
267 insert_ob_in_ob (new_trap, the_chest); 394 insert_ob_in_ob (new_trap, the_chest);
268 } 395 }
269 } 396 }
270 } 397 }
271 398
272 /* set the chest lock code, and call the keyplacer routine with 399 /* set the chest lock code, and call the keyplacer routine with
273 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
274 there's only 1 treasure.... */ 401 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 403 {
278 char keybuf[1024]; 404 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
279
280 sprintf (keybuf, "%d", (int) RANDOM ());
281 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
283 } 406 }
284 407
285 /* actually place the chest. */ 408 /* actually place the chest. */
286 the_chest->x = xl; 409 the_chest->x = xl;
287 the_chest->y = yl; 410 the_chest->y = yl;
316 } 439 }
317 } 440 }
318 return NULL; 441 return NULL;
319} 442}
320 443
321
322
323/* places keys in the map, preferably in something alive.
324 keycode is the key's code,
325 door_flag is either PASS_DOORS or NO_PASS_DOORS.
326 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
327 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
329
330 The idea is that you call keyplace on x,y where a door is, and it'll make
331 sure a key is placed on both sides of the door.
332*/
333int
334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
335{
336 int i, j;
337 int kx = 0, ky = 0;
338 object *the_keymaster; /* the monster that gets the key. */
339 object *the_key;
340
341 /* get a key and set its keycode */
342 the_key = get_archetype ("key2");
343 the_key->slaying = keycode;
344
345 if (door_flag == PASS_DOORS)
346 {
347 int tries = 0;
348
349 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster)
351 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
354 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP);
356 }
357
358 /* if we don't find a good keymaster, drop the key on the ground. */
359 if (!the_keymaster)
360 {
361 int freeindex;
362
363 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
369 }
370
371 // can freeindex ever be < 0?
372 if (freeindex >= 0)
373 {
374 kx += freearr_x [freeindex];
375 ky += freearr_y [freeindex];
376 }
377 }
378 }
379 else
380 { /* NO_PASS_DOORS --we have to work harder. */
381 /* don't try to keyplace if we're sitting on a blocked square and
382 NO_PASS_DOORS is set. */
383 if (n_keys == 1)
384 {
385 if (wall_blocked (map, x, y))
386 return 0;
387
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagonally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 }
409
410 return 1;
411 }
412 }
413
414 if (!the_keymaster)
415 {
416 the_key->x = kx;
417 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1;
420 }
421
422 insert_ob_in_ob (the_key, the_keymaster);
423 return 1;
424}
425
426
427
428/* 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. */
429 445
430object *theMonsterToFind; 446object *theMonsterToFind;
431 447
432/* 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.
464 return theMonsterToFind; 480 return theMonsterToFind;
465 } 481 }
466 } 482 }
467 483
468 /* 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 */
469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
470 { 486 {
471 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);
472 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
473 return theMonsterToFind; 489 return theMonsterToFind;
474 } 490 }
491
475 return theMonsterToFind; 492 return theMonsterToFind;
476} 493}
477
478 494
479/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
480 real work. */ 496 real work. */
481
482object * 497object *
483find_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)
484{ 499{
485 char **layout2; 500 Layout layout2 (RP);
486 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] = '#';
487 509
488 theMonsterToFind = 0; 510 theMonsterToFind = 0;
489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
490 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++)
492 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
499 }
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
501 512
502 /* deallocate the temp. layout */ 513 layout2.free ();
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]);
506 }
507 free (layout2);
508 514
509 return theMonsterToFind; 515 return theMonsterToFind;
510} 516}
511 517
512/* 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 */
537 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
538 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
539 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
540 546
541 /* 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 */
542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
543 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);
544 550
545} 551}
546 552
547/* 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. */
568 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
570 576
571 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
572 { 578 {
573 i = RANDOM () % number_of_free_spots_in_room; 579 i = rmg_rndm (number_of_free_spots_in_room);
574 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
576 } 582 }
577 583
578 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
646 *cy = ly; 652 *cy = ly;
647 return; 653 return;
648 } 654 }
649 } 655 }
650 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
651 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);
652 658
653 if (i != -1) 659 if (i != -1)
654 { 660 {
655 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
686 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
687object ** 693object **
688surround_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)
689{ 695{
690 int i; 696 int i;
691 char *doors[2]; 697 const char *doors[2];
692 object **doorlist; 698 object **doorlist;
693 int ndoors_made = 0; 699 int ndoors_made = 0;
694 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 */
695 701
696 /* 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 */
734 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)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 742 return tmp;
737 return NULL; 743 return NULL;
738} 744}
739
740 745
741/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
742void 747void
743find_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)
744{ 749{
759 layout[x][y] = 1; 764 layout[x][y] = 1;
760 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
761 if (door) 766 if (door)
762 { 767 {
763 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
764 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
765 { 771 {
766 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");
767 return; 773 return;
768 } 774 }
771 } 777 }
772 } 778 }
773 else 779 else
774 { 780 {
775 layout[x][y] = 1; 781 layout[x][y] = 1;
782
776 /* 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 */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 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);
779 } 788 }
780} 789}
781 790
782/* 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. */
783object ** 792object **
784find_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)
785{ 794{
786 char **layout2;
787 object **doorlist;
788 int i, j; 795 int i, j;
789 int ndoors = 0; 796 int ndoors = 0;
790 797
791 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
792 799
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
794 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
799 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
803 }
804 807
805 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
806 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);
807 810
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 811 return doorlist;
814} 812}
815
816
817 813
818/* 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
819 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
820
821void 816void
822lock_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)
823{ 818{
824 object *door; 819 object *door;
825 int i; 820 int i;
828 823
829 if (opts & DOORED) 824 if (opts & DOORED)
830 { 825 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
832 { 827 {
833 object *new_door = get_archetype ("locked_door1"); 828 object *new_door = get_archetype (shstr_locked_door1);
834 char keybuf[1024];
835 829
836 door = doorlist[i]; 830 door = doorlist[i];
837 new_door->face = door->face; 831 new_door->face = door->face;
838 new_door->x = door->x; 832 new_door->x = door->x;
839 new_door->y = door->y; 833 new_door->y = door->y;
840 door->remove (); 834 door->remove ();
841 door->destroy (); 835 door->destroy ();
842 doorlist[i] = new_door; 836 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
845 new_door->slaying = keybuf;
846 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);
847 } 840 }
848 } 841 }
849 842
850 /* 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. */
851 if (opts & HIDDEN) 844 if (opts & HIDDEN)
860 { 853 {
861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
865 door->face = wallface->face; 859 door->face = wallface->face;
860
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
867 wallface->remove (); 862 wallface->remove ();
863
868 wallface->destroy (); 864 wallface->destroy ();
869 } 865 }
870 } 866 }
871 } 867 }
872} 868}

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