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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.42 by root, Thu Sep 25 04:35:50 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26
27
28 25
29#include <global.h> 26#include <global.h>
30#include <random_map.h> 27#include <random_map.h>
31#include <rproto.h> 28#include <rproto.h>
32 29
43#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 */
44 41
45#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 43#define PASS_DOORS 1
47 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 if (the_keymaster)
154 the_keymaster->head_ ()->insert (the_key);
155 else
156 {
157 the_key->x = kx;
158 the_key->y = ky;
159 insert_ob_in_map (the_key, map, NULL, 0);
160 }
161
162 return 1;
163}
48 164
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 165/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 166 * and doors but not monsters.
51 * This function is not map tile aware. 167 * This function is not map tile aware.
52 */ 168 */
53
54int 169int
55wall_blocked (maptile *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
56{ 171{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 173 return 1;
174
175 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 177}
64 178
65/* place treasures in the map, given the 179/* place treasures in the map, given the
66map, (required) 180map, (required)
67layout, (required) 181layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 182treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 183treasureoptions (may be 0 for random choices or positive)
70*/ 184*/
71
72void 185void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 186place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 187{
75 char styledirname[1024]; 188 char styledirname[1024];
76 char stylefilepath[1024]; 189 char stylefilepath[1024];
79 192
80 /* bail out if treasure isn't wanted. */ 193 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 194 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
83 return; 196 return;
197
84 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 200
87 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 203 {
90 if (RANDOM () % 2) 204 if (rmg_rndm (2))
91 treasureoptions -= 1; 205 treasureoptions -= 1;
92 else 206 else
93 treasureoptions -= 2; 207 treasureoptions -= 2;
94 } 208 }
95 209
96 /* pick the number of treasures */ 210 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 212 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 214 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 215 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 216 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 217
104 if (num_treasures <= 0) 218 if (num_treasures <= 0)
105 return; 219 return;
106 220
107 /* get the style map */ 221 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
111 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
112 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
114 { 234 {
115
116 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
118 { 237 {
119 case LAYOUT_ONION: 238 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 239 case LAYOUT_SPIRAL:
128 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
129 { 248 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 250 {
132 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 252 object *chest;
135 253
136 if (tdiv == 3) 254 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
138 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 258 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
259
140 if (!chest) 260 if (!chest)
141 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
142 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
143 { 264 {
144 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 267 free (doorlist);
147 } 268 }
148 } 269 }
149 } 270 }
150 } 271 }
151 break; 272 break;
152 } 273 }
274
153 default: 275 default:
154 { 276 {
155 int i, j, tries; 277 int i, j, tries;
156 object *chest; 278 object *chest;
157 object **doorlist; 279 object **doorlist;
158 280
159 i = j = -1; 281 i = j = -1;
160 tries = 0; 282 tries = 0;
161 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
162 { 284 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
166 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
167 i = -1; 290 i = -1;
291
168 tries++; 292 tries++;
169 } 293 }
294
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 295 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
296
171 if (!chest) 297 if (!chest)
172 return; 298 return;
299
173 i = chest->x; 300 i = chest->x;
174 j = chest->y; 301 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
176 { 303 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
186 int ti, i, j; 313 int ti, i, j;
187 314
188 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
189 { 316 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 320 }
194 } 321 }
195} 322}
196 323
197/* put a chest into the map, near x and y, with the treasure style 324/* put a chest into the map, near x and y, with the treasure style
198 determined (may be null, or may be a treasure list from lib/treasures, 325 determined (may be null, or may be a treasure list from lib/treasures,
199 if the global variable "treasurestyle" is set to that treasure list's name */ 326 if the global variable "treasurestyle" is set to that treasure list's name */
200
201object * 327object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 328place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 329{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 331
209 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 333 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 334 if (i == -1)
212 { 335 {
213 the_chest->destroy (); 336 the_chest->destroy ();
214 return NULL; 337 return NULL;
215 } 338 }
339
216 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
218 342
219 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
221 return 0; 345 return 0;
222 346
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 354
231 if (tlist != NULL) 355 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 357 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
235 359
236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
237 } 361 }
238 else 362 else
239 { /* use the style map */ 363 { /* use the style map */
240 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
242 } 366 }
243#endif 367#endif
244 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
246 370
247 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
249 } 373 }
250 374
251 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
253 { 377 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap;
256 379
257 if (trap_map) 380 if (trap_map)
258 { 381 {
259 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
260 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
262 if (the_trap) 387 if (the_trap)
263 { 388 {
264 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
265 390
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x; 391 new_trap->x = x;
269 new_trap->y = y; 392 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
271 } 394 }
272 } 395 }
273 } 396 }
274 397
275 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
276 the lockcode. It's not worth bothering to lock the chest if 399 the lockcode. It's not worth bothering to lock the chest if
277 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 402 {
281 char keybuf[1024]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
282
283 sprintf (keybuf, "%d", (int) RANDOM ());
284 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
286 } 405 }
287 406
288 /* actually place the chest. */ 407 /* actually place the chest. */
289 the_chest->x = xl; 408 the_chest->x = xl;
290 the_chest->y = yl; 409 the_chest->y = yl;
319 } 438 }
320 } 439 }
321 return NULL; 440 return NULL;
322} 441}
323 442
324
325
326/* places keys in the map, preferably in something alive.
327 keycode is the key's code,
328 door_flag is either PASS_DOORS or NO_PASS_DOORS.
329 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
330 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332
333 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door.
335*/
336
337int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{
340 int i, j;
341 int kx, ky;
342 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key;
344
345 /* get a key and set its keycode */
346 the_key = get_archetype ("key2");
347 the_key->slaying = keycode;
348
349 if (door_flag == PASS_DOORS)
350 {
351 int tries = 0;
352
353 the_keymaster = NULL;
354 while (tries < 15 && the_keymaster == NULL)
355 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP);
360 }
361 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL)
363 {
364 int freeindex;
365
366 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky);
372 }
373 if (freeindex != -1)
374 {
375 kx += freearr_x[freeindex];
376 ky += freearr_y[freeindex];
377 }
378 }
379 }
380 else
381 { /* NO_PASS_DOORS --we have to work harder. */
382 /* don't try to keyplace if we're sitting on a blocked square and
383 NO_PASS_DOORS is set. */
384 if (n_keys == 1)
385 {
386 if (wall_blocked (map, x, y))
387 return 0;
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* 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 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally 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 return 1;
409 }
410 }
411
412 if (the_keymaster == NULL)
413 {
414 the_key->x = kx;
415 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1;
418 }
419
420 insert_ob_in_ob (the_key, the_keymaster);
421 return 1;
422}
423
424
425
426/* both find_monster_in_room routines need to have access to this. */ 443/* both find_monster_in_room routines need to have access to this. */
427 444
428object *theMonsterToFind; 445object *theMonsterToFind;
429 446
430/* a recursive routine which will return a monster, eventually,if there is one. 447/* a recursive routine which will return a monster, eventually,if there is one.
462 return theMonsterToFind; 479 return theMonsterToFind;
463 } 480 }
464 } 481 }
465 482
466 /* now search all the 8 squares around recursively for a monster,in random order */ 483 /* now search all the 8 squares around recursively for a monster,in random order */
467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 484 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
468 { 485 {
469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 486 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
470 if (theMonsterToFind != NULL) 487 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 488 return theMonsterToFind;
472 } 489 }
490
473 return theMonsterToFind; 491 return theMonsterToFind;
474} 492}
475
476 493
477/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
478 real work. */ 495 real work. */
479
480object * 496object *
481find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
482{ 498{
483 char **layout2; 499 Layout layout2 (RP);
484 int i, j; 500
501 layout2->clear ();
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++)
505 for (int j = 0; j < layout2->h; j++)
506 if (wall_blocked (map, i, j))
507 layout2[i][j] = '#';
485 508
486 theMonsterToFind = 0; 509 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
499 511
500 /* deallocate the temp. layout */ 512 layout2.free ();
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506 513
507 return theMonsterToFind; 514 return theMonsterToFind;
508} 515}
509
510
511
512 516
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x; 518int *room_free_spots_x;
515int *room_free_spots_y; 519int *room_free_spots_y;
516int number_of_free_spots_in_room; 520int number_of_free_spots_in_room;
517 521
518/* the workhorse routine, which finds the free spots in a room: 522/* the workhorse routine, which finds the free spots in a room:
519a datastructure of free points is set up, and a position chosen from 523a datastructure of free points is set up, and a position chosen from
520that datastructure. */ 524that datastructure. */
521
522void 525void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 527{
525 int i, j; 528 int i, j;
526 529
537 /* check off this point */ 540 /* check off this point */
538 layout[x][y] = 1; 541 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
545
542 /* now search all the 8 squares around recursively for free spots,in random order */ 546 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 547 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 549
548} 550}
549 551
550/* find a random non-blocked spot in this room to drop a key. */ 552/* find a random non-blocked spot in this room to drop a key. */
551void 553void
562 /* allocate and copy the layout, converting C to 0. */ 564 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 565 for (i = 0; i < RP->Xsize; i++)
564 { 566 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 568 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 569 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 570 layout2[i][j] = '#';
570 }
571 } 571 }
572 572
573 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
575 575
576 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
577 { 577 {
578 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
581 } 581 }
582 582
583 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 584 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 585 free (layout2[i]);
587 } 586
588 free (layout2); 587 free (layout2);
589 free (room_free_spots_x); 588 free (room_free_spots_x);
590 free (room_free_spots_y); 589 free (room_free_spots_y);
591} 590}
592 591
593 592
594/* searches the map for a spot with walls around it. The more 593/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 594 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 595 it'll return 0 if no FREE spots are found.*/
597
598void 596void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 597find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 598{
601 int x, y; 599 int x, y;
602 int i; 600 int i;
653 *cy = ly; 651 *cy = ly;
654 return; 652 return;
655 } 653 }
656 } 654 }
657 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 657
658 if (i != -1)
660 { 659 {
661 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
663 return; 662 }
663 else
664 } 664 {
665 /* indicate failure */ 665 /* indicate failure */
666 *cx = -1;
666 *cx = *cy = -1; 667 *cy = -1;
668 }
667} 669}
668
669 670
670void 671void
671remove_monsters (int x, int y, maptile *map) 672remove_monsters (int x, int y, maptile *map)
672{ 673{
673 object *tmp; 674 object *tmp;
674 675
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 676 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 678 {
678 if (tmp->head) 679 if (tmp->head)
679 tmp = tmp->head; 680 tmp = tmp->head;
680 tmp->remove (); 681 tmp->remove ();
683 if (tmp == NULL) 684 if (tmp == NULL)
684 break; 685 break;
685 }; 686 };
686} 687}
687 688
688
689/* surrounds the point x,y by doors, so as to enclose something, like 689/* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and 690 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 691 it'll remove any monsters it finds.*/
692
693object ** 692object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 693surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 694{
696 int i; 695 int i;
697 char *doors[2]; 696 const char *doors[2];
698 object **doorlist; 697 object **doorlist;
699 int ndoors_made = 0; 698 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 699 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 700
702 /* this is a list we pick from, for horizontal and vertical doors */ 701 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 713 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 714 for (i = 1; i < 9; i++)
716 { 715 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 716 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 717
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 718 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 719 { /* place a door */
720 remove_monsters (x1, y1, map);
721
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 722 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 723 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 724 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 725 ndoors_made++;
729 } 726 }
730 } 727 }
728
731 return doorlist; 729 return doorlist;
732} 730}
733 731
734 732
735/* returns the first door in this square, or NULL if there isn't a door. */ 733/* returns the first door in this square, or NULL if there isn't a door. */
741 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 739 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 740 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 741 return tmp;
744 return NULL; 742 return NULL;
745} 743}
746
747 744
748/* the workhorse routine, which finds the doors in a room */ 745/* the workhorse routine, which finds the doors in a room */
749void 746void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 747find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 748{
766 layout[x][y] = 1; 763 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 764 door = door_in_square (map, x, y);
768 if (door) 765 if (door)
769 { 766 {
770 doorlist[*ndoors] = door; 767 doorlist[*ndoors] = door;
768
771 if (*ndoors > 1022) /* eek! out of memory */ 769 if (*ndoors > 1022) /* eek! out of memory */
772 { 770 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 771 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 772 return;
775 } 773 }
778 } 776 }
779 } 777 }
780 else 778 else
781 { 779 {
782 layout[x][y] = 1; 780 layout[x][y] = 1;
781
783 /* now search all the 8 squares around recursively for free spots,in random order */ 782 /* now search all the 8 squares around recursively for free spots,in random order */
784 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 783 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 784 find_doors_in_room_recursive (layout, map,
785 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
786 doorlist, ndoors, RP);
786 } 787 }
787} 788}
788 789
789/* find a random non-blocked spot in this room to drop a key. */ 790/* find a random non-blocked spot in this room to drop a key. */
790object ** 791object **
791find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
792{ 793{
793 char **layout2;
794 object **doorlist;
795 int i, j; 794 int i, j;
796 int ndoors = 0; 795 int ndoors = 0;
797 796
798 doorlist = (object **) calloc (sizeof (int), 1024); 797 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 798
800 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 799 LayoutData layout2 (RP->Xsize, RP->Ysize);
800 layout2.clear ();
801
801 /* allocate and copy the layout, converting C to 0. */ 802 /* allocate and copy the layout, converting C to 0. */
802 for (i = 0; i < RP->Xsize; i++) 803 for (i = 0; i < RP->Xsize; i++)
803 {
804 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
805 for (j = 0; j < RP->Ysize; j++) 804 for (j = 0; j < RP->Ysize; j++)
806 { 805 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807 if (wall_blocked (map, i, j))
808 layout2[i][j] = '#';
809 }
810 }
811 806
812 /* setup num_free_spots and room_free_spots */ 807 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 808 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
814 809
815 /* deallocate the temp. layout */
816 for (i = 0; i < RP->Xsize; i++)
817 free (layout2[i]);
818
819 free (layout2);
820 return doorlist; 810 return doorlist;
821} 811}
822
823
824 812
825/* locks and/or hides all the doors in doorlist, or does nothing if 813/* locks and/or hides all the doors in doorlist, or does nothing if
826 opts doesn't say to lock/hide doors. */ 814 opts doesn't say to lock/hide doors. */
827
828void 815void
829lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 816lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
830{ 817{
831 object *door; 818 object *door;
832 int i; 819 int i;
835 822
836 if (opts & DOORED) 823 if (opts & DOORED)
837 { 824 {
838 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 825 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
839 { 826 {
840 object *new_door = get_archetype ("locked_door1"); 827 object *new_door = get_archetype (shstr_locked_door1);
841 char keybuf[1024];
842 828
843 door = doorlist[i]; 829 door = doorlist[i];
844 new_door->face = door->face; 830 new_door->face = door->face;
845 new_door->x = door->x; 831 new_door->x = door->x;
846 new_door->y = door->y; 832 new_door->y = door->y;
847 door->remove (); 833 door->remove ();
848 door->destroy (); 834 door->destroy ();
849 doorlist[i] = new_door; 835 doorlist[i] = new_door;
850 insert_ob_in_map (new_door, map, NULL, 0); 836 insert_ob_in_map (new_door, map, NULL, 0);
851 sprintf (keybuf, "%d", (int) RANDOM ()); 837 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
852 new_door->slaying = keybuf;
853 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 838 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
854 } 839 }
855 } 840 }
856 841
857 /* change the faces of the doors and surrounding walls to hide them. */ 842 /* change the faces of the doors and surrounding walls to hide them. */
858 if (opts & HIDDEN) 843 if (opts & HIDDEN)
867 { 852 {
868 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
857
872 door->face = wallface->face; 858 door->face = wallface->face;
859
873 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
874 wallface->remove (); 861 wallface->remove ();
862
875 wallface->destroy (); 863 wallface->destroy ();
876 } 864 }
877 } 865 }
878 } 866 }
879} 867}

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