ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 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 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 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
20 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#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 */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 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}
49 164
50/* 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
51 * and doors but not monsters. 166 * and doors but not monsters.
52 * This function is not map tile aware. 167 * This function is not map tile aware.
53 */ 168 */
54
55int 169int
56wall_blocked (maptile *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
57{ 171{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 173 return 1;
174
175 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 177}
65 178
66/* place treasures in the map, given the 179/* place treasures in the map, given the
67map, (required) 180map, (required)
68layout, (required) 181layout, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 183treasureoptions (may be 0 for random choices or positive)
71*/ 184*/
72
73void 185void
74place_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)
75{ 187{
76 char styledirname[1024]; 188 char styledirname[1024];
77 char stylefilepath[1024]; 189 char stylefilepath[1024];
80 192
81 /* bail out if treasure isn't wanted. */ 193 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 194 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
84 return; 196 return;
197
85 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 200
88 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 203 {
91 if (RANDOM () % 2) 204 if (rmg_rndm (2))
92 treasureoptions -= 1; 205 treasureoptions -= 1;
93 else 206 else
94 treasureoptions -= 2; 207 treasureoptions -= 2;
95 } 208 }
96 209
97 /* pick the number of treasures */ 210 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
101 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);
102 else 215 else
103 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);
104 217
105 if (num_treasures <= 0) 218 if (num_treasures <= 0)
106 return; 219 return;
107 220
108 /* get the style map */ 221 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
112 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
113 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
115 { 234 {
116
117 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
119 { 237 {
120 case LAYOUT_ONION: 238 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 239 case LAYOUT_SPIRAL:
129 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
130 { 248 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 { 250 {
133 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 252 object *chest;
136 253
137 if (tdiv == 3) 254 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
139 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
140 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
141 if (!chest) 260 if (!chest)
142 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
143 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
144 { 264 {
145 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 267 free (doorlist);
148 } 268 }
149 } 269 }
150 } 270 }
151 } 271 }
152 break; 272 break;
153 } 273 }
274
154 default: 275 default:
155 { 276 {
156 int i, j, tries; 277 int i, j, tries;
157 object *chest; 278 object *chest;
158 object **doorlist; 279 object **doorlist;
159 280
160 i = j = -1; 281 i = j = -1;
161 tries = 0; 282 tries = 0;
162 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
163 { 284 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
167 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
168 i = -1; 290 i = -1;
291
169 tries++; 292 tries++;
170 } 293 }
294
171 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
172 if (!chest) 297 if (!chest)
173 return; 298 return;
299
174 i = chest->x; 300 i = chest->x;
175 j = chest->y; 301 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
177 { 303 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
186 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
187 int ti, i, j; 313 int ti, i, j;
188 314
189 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
190 { 316 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 320 }
195 } 321 }
196} 322}
197 323
198/* 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
199 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,
200 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 */
201
202object * 327object *
203place_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)
204{ 329{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 331
210 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
211 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
212 if (i == -1) 334 if (i == -1)
213 { 335 {
214 the_chest->destroy (); 336 the_chest->destroy ();
215 return NULL; 337 return NULL;
216 } 338 }
339
217 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
219 342
220 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
222 return 0; 345 return 0;
223 346
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 354
232 if (tlist != NULL) 355 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 357 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 359
237 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);
238 } 361 }
239 else 362 else
240 { /* use the style map */ 363 { /* use the style map */
241 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
243 } 366 }
244#endif 367#endif
245 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
247 370
248 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
250 } 373 }
251 374
252 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
254 { 377 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap;
257 379
258 if (trap_map) 380 if (trap_map)
259 { 381 {
260 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
261 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
263 if (the_trap) 387 if (the_trap)
264 { 388 {
265 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 390
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 391 new_trap->x = x;
270 new_trap->y = y; 392 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
272 } 394 }
273 } 395 }
274 } 396 }
275 397
276 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
277 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
278 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 402 {
282 char keybuf[1024]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
283
284 sprintf (keybuf, "%d", (int) RANDOM ());
285 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
287 } 405 }
288 406
289 /* actually place the chest. */ 407 /* actually place the chest. */
290 the_chest->x = xl; 408 the_chest->x = xl;
291 the_chest->y = yl; 409 the_chest->y = yl;
320 } 438 }
321 } 439 }
322 return NULL; 440 return NULL;
323} 441}
324 442
325
326
327/* places keys in the map, preferably in something alive.
328 keycode is the key's code,
329 door_flag is either PASS_DOORS or NO_PASS_DOORS.
330 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
331 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333
334 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door.
336*/
337
338int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{
341 int i, j;
342 int kx, ky;
343 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345
346 /* get a key and set its keycode */
347 the_key = get_archetype ("key2");
348 the_key->slaying = keycode;
349
350 if (door_flag == PASS_DOORS)
351 {
352 int tries = 0;
353
354 the_keymaster = NULL;
355 while (tries < 15 && the_keymaster == NULL)
356 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP);
361 }
362 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL)
364 {
365 int freeindex;
366
367 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky);
373 }
374 if (freeindex != -1)
375 {
376 kx += freearr_x[freeindex];
377 ky += freearr_y[freeindex];
378 }
379 }
380 }
381 else
382 { /* NO_PASS_DOORS --we have to work harder. */
383 /* don't try to keyplace if we're sitting on a blocked square and
384 NO_PASS_DOORS is set. */
385 if (n_keys == 1)
386 {
387 if (wall_blocked (map, x, y))
388 return 0;
389 the_keymaster = find_monster_in_room (map, x, y, RP);
390 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 }
393 else
394 {
395 int sum = 0; /* count how many keys we actually place */
396
397 /* I'm lazy, so just try to place in all 4 directions. */
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 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagnoally 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 return 1;
410 }
411 }
412
413 if (the_keymaster == NULL)
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. */ 443/* both find_monster_in_room routines need to have access to this. */
428 444
429object *theMonsterToFind; 445object *theMonsterToFind;
430 446
431/* 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.
463 return theMonsterToFind; 479 return theMonsterToFind;
464 } 480 }
465 } 481 }
466 482
467 /* 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 */
468 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++)
469 { 485 {
470 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);
471 if (theMonsterToFind != NULL) 487 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 488 return theMonsterToFind;
473 } 489 }
490
474 return theMonsterToFind; 491 return theMonsterToFind;
475} 492}
476
477 493
478/* sets up some data structures: the _recursive form does the 494/* sets up some data structures: the _recursive form does the
479 real work. */ 495 real work. */
480
481object * 496object *
482find_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)
483{ 498{
484 char **layout2; 499 Layout layout2 (RP);
485 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] = '#';
486 508
487 theMonsterToFind = 0; 509 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); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 511
501 /* deallocate the temp. layout */ 512 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 513
508 return theMonsterToFind; 514 return theMonsterToFind;
509} 515}
510
511
512
513 516
514/* 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 */
515int *room_free_spots_x; 518int *room_free_spots_x;
516int *room_free_spots_y; 519int *room_free_spots_y;
517int number_of_free_spots_in_room; 520int number_of_free_spots_in_room;
518 521
519/* the workhorse routine, which finds the free spots in a room: 522/* the workhorse routine, which finds the free spots in a room:
520a 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
521that datastructure. */ 524that datastructure. */
522
523void 525void
524find_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)
525{ 527{
526 int i, j; 528 int i, j;
527 529
538 /* check off this point */ 540 /* check off this point */
539 layout[x][y] = 1; 541 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
545
543 /* 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 */
544 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++)
545 {
546 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);
547 }
548 549
549} 550}
550 551
551/* 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. */
552void 553void
563 /* allocate and copy the layout, converting C to 0. */ 564 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 565 for (i = 0; i < RP->Xsize; i++)
565 { 566 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 568 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 569 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 570 layout2[i][j] = '#';
571 }
572 } 571 }
573 572
574 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
576 575
577 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
578 { 577 {
579 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
582 } 581 }
583 582
584 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 584 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 585 free (layout2[i]);
588 } 586
589 free (layout2); 587 free (layout2);
590 free (room_free_spots_x); 588 free (room_free_spots_x);
591 free (room_free_spots_y); 589 free (room_free_spots_y);
592} 590}
593 591
594 592
595/* 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
596 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
597 it'll return 0 if no FREE spots are found.*/ 595 it'll return 0 if no FREE spots are found.*/
598
599void 596void
600find_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)
601{ 598{
602 int x, y; 599 int x, y;
603 int i; 600 int i;
654 *cy = ly; 651 *cy = ly;
655 return; 652 return;
656 } 653 }
657 } 654 }
658 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
659 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);
660 if (i != -1 && i <= SIZEOFFREE1) 657
658 if (i != -1)
661 { 659 {
662 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
664 return; 662 }
663 else
665 } 664 {
666 /* indicate failure */ 665 /* indicate failure */
666 *cx = -1;
667 *cx = *cy = -1; 667 *cy = -1;
668 }
668} 669}
669
670 670
671void 671void
672remove_monsters (int x, int y, maptile *map) 672remove_monsters (int x, int y, maptile *map)
673{ 673{
674 object *tmp; 674 object *tmp;
675 675
676 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)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 678 {
679 if (tmp->head) 679 if (tmp->head)
680 tmp = tmp->head; 680 tmp = tmp->head;
681 tmp->remove (); 681 tmp->remove ();
684 if (tmp == NULL) 684 if (tmp == NULL)
685 break; 685 break;
686 }; 686 };
687} 687}
688 688
689
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 691 it'll remove any monsters it finds.*/
693
694object ** 692object **
695surround_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)
696{ 694{
697 int i; 695 int i;
698 char *doors[2]; 696 const char *doors[2];
699 object **doorlist; 697 object **doorlist;
700 int ndoors_made = 0; 698 int ndoors_made = 0;
701 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 */
702 700
703 /* 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 */
715 /* place doors in all the 8 adjacent unblocked squares. */ 713 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 714 for (i = 1; i < 9; i++)
717 { 715 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 716 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 717
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 718 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 719 { /* place a door */
720 remove_monsters (x1, y1, map);
721
722 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]);
723 723 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 724 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 725 ndoors_made++;
730 } 726 }
731 } 727 }
728
732 return doorlist; 729 return doorlist;
733} 730}
734 731
735 732
736/* 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. */
742 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)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 740 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 741 return tmp;
745 return NULL; 742 return NULL;
746} 743}
747
748 744
749/* the workhorse routine, which finds the doors in a room */ 745/* the workhorse routine, which finds the doors in a room */
750void 746void
751find_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)
752{ 748{
767 layout[x][y] = 1; 763 layout[x][y] = 1;
768 door = door_in_square (map, x, y); 764 door = door_in_square (map, x, y);
769 if (door) 765 if (door)
770 { 766 {
771 doorlist[*ndoors] = door; 767 doorlist[*ndoors] = door;
768
772 if (*ndoors > 1022) /* eek! out of memory */ 769 if (*ndoors > 1022) /* eek! out of memory */
773 { 770 {
774 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");
775 return; 772 return;
776 } 773 }
779 } 776 }
780 } 777 }
781 else 778 else
782 { 779 {
783 layout[x][y] = 1; 780 layout[x][y] = 1;
781
784 /* 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 */
785 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++)
786 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);
787 } 787 }
788} 788}
789 789
790/* 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. */
791object ** 791object **
792find_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)
793{ 793{
794 char **layout2;
795 object **doorlist;
796 int i, j; 794 int i, j;
797 int ndoors = 0; 795 int ndoors = 0;
798 796
799 doorlist = (object **) calloc (sizeof (int), 1024); 797 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 798
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 799 LayoutData layout2 (RP->Xsize, RP->Ysize);
800 layout2.clear ();
801
802 /* allocate and copy the layout, converting C to 0. */ 802 /* allocate and copy the layout, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 803 for (i = 0; i < RP->Xsize; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++) 804 for (j = 0; j < RP->Ysize; j++)
807 { 805 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#';
810 }
811 }
812 806
813 /* setup num_free_spots and room_free_spots */ 807 /* setup num_free_spots and room_free_spots */
814 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);
815 809
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist; 810 return doorlist;
822} 811}
823
824
825 812
826/* 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
827 opts doesn't say to lock/hide doors. */ 814 opts doesn't say to lock/hide doors. */
828
829void 815void
830lock_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)
831{ 817{
832 object *door; 818 object *door;
833 int i; 819 int i;
836 822
837 if (opts & DOORED) 823 if (opts & DOORED)
838 { 824 {
839 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 825 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
840 { 826 {
841 object *new_door = get_archetype ("locked_door1"); 827 object *new_door = get_archetype (shstr_locked_door1);
842 char keybuf[1024];
843 828
844 door = doorlist[i]; 829 door = doorlist[i];
845 new_door->face = door->face; 830 new_door->face = door->face;
846 new_door->x = door->x; 831 new_door->x = door->x;
847 new_door->y = door->y; 832 new_door->y = door->y;
848 door->remove (); 833 door->remove ();
849 door->destroy (); 834 door->destroy ();
850 doorlist[i] = new_door; 835 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 836 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 837 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
853 new_door->slaying = keybuf;
854 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);
855 } 839 }
856 } 840 }
857 841
858 /* 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. */
859 if (opts & HIDDEN) 843 if (opts & HIDDEN)
868 { 852 {
869 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
872 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
857
873 door->face = wallface->face; 858 door->face = wallface->face;
859
874 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
875 wallface->remove (); 861 wallface->remove ();
862
876 wallface->destroy (); 863 wallface->destroy ();
877 } 864 }
878 } 865 }
879 } 866 }
880} 867}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines