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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.21 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.42 by root, Thu Sep 25 04:35:50 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 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}
46 164
47/* 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
48 * and doors but not monsters. 166 * and doors but not monsters.
49 * This function is not map tile aware. 167 * This function is not map tile aware.
50 */ 168 */
52wall_blocked (maptile *m, int x, int y) 170wall_blocked (maptile *m, int x, int y)
53{ 171{
54 if (OUT_OF_REAL_MAP (m, x, y)) 172 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 173 return 1;
56 174
175 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 177}
60 178
61/* place treasures in the map, given the 179/* place treasures in the map, given the
62map, (required) 180map, (required)
63layout, (required) 181layout, (required)
74 192
75 /* bail out if treasure isn't wanted. */ 193 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 194 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 195 if (!strcmp (treasure_style, "none"))
78 return; 196 return;
197
79 if (treasureoptions <= 0) 198 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 199 treasureoptions = rmg_rndm (2 * LAST_OPTION);
81 200
82 /* filter out the mutually exclusive options */ 201 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 202 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 203 {
85 if (rndm (2)) 204 if (rmg_rndm (2))
86 treasureoptions -= 1; 205 treasureoptions -= 1;
87 else 206 else
88 treasureoptions -= 2; 207 treasureoptions -= 2;
89 } 208 }
90 209
91 /* pick the number of treasures */ 210 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 211 if (treasureoptions & SPARSE)
93 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);
94 else if (treasureoptions & RICH) 213 else if (treasureoptions & RICH)
95 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);
96 else 215 else
97 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);
98 217
99 if (num_treasures <= 0) 218 if (num_treasures <= 0)
100 return; 219 return;
101 220
102 /* get the style map */ 221 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 222 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 224 style_map = find_style (styledirname, treasure_style, -1);
106 225
226 if (!style_map)
227 {
228 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
229 return;
230 }
231
107 /* all the treasure at one spot in the map. */ 232 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 233 if (treasureoptions & CONCENTRATED)
109 { 234 {
110
111 /* map_layout_style global, and is previously set */ 235 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 236 switch (RP->map_layout_style)
113 { 237 {
114 case LAYOUT_ONION: 238 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 239 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 247 for (j = 0; j < RP->Ysize; j++)
124 { 248 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 249 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 250 {
127 int tdiv = RP->symmetry_used; 251 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 252 object *chest;
130 253
131 if (tdiv == 3) 254 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 255 tdiv = 2; /* this symmetry uses a divisor of 2 */
256
133 /* don't put a chest on an exit. */ 257 /* don't put a chest on an exit. */
134 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
135 if (!chest) 260 if (!chest)
136 continue; /* if no chest was placed NEXT */ 261 continue; /* if no chest was placed NEXT */
262
137 if (treasureoptions & (DOORED | HIDDEN)) 263 if (treasureoptions & (DOORED | HIDDEN))
138 { 264 {
139 doorlist = find_doors_in_room (map, i, j, RP); 265 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 266 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 267 free (doorlist);
142 } 268 }
143 } 269 }
144 } 270 }
145 } 271 }
146 break; 272 break;
147 } 273 }
274
148 default: 275 default:
149 { 276 {
150 int i, j, tries; 277 int i, j, tries;
151 object *chest; 278 object *chest;
152 object **doorlist; 279 object **doorlist;
153 280
154 i = j = -1; 281 i = j = -1;
155 tries = 0; 282 tries = 0;
156 while (i == -1 && tries < 100) 283 while (i == -1 && tries < 100)
157 { 284 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 285 i = rmg_rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 286 j = rmg_rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 287 find_enclosed_spot (map, &i, &j, RP);
288
161 if (wall_blocked (map, i, j)) 289 if (wall_blocked (map, i, j))
162 i = -1; 290 i = -1;
291
163 tries++; 292 tries++;
164 } 293 }
294
165 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
166 if (!chest) 297 if (!chest)
167 return; 298 return;
299
168 i = chest->x; 300 i = chest->x;
169 j = chest->y; 301 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 302 if (treasureoptions & (DOORED | HIDDEN))
171 { 303 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 312 { /* DIFFUSE treasure layout */
181 int ti, i, j; 313 int ti, i, j;
182 314
183 for (ti = 0; ti < num_treasures; ti++) 315 for (ti = 0; ti < num_treasures; ti++)
184 { 316 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 317 i = rmg_rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 318 j = rmg_rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 319 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 320 }
189 } 321 }
190} 322}
191 323
192/* 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
193 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,
194 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 */
195
196object * 327object *
197place_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)
198{ 329{
199 object *the_chest;
200 int i, xl, yl;
201
202 the_chest = get_archetype ("chest"); /* was "chest_2" */ 330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
203 331
204 /* first, find a place to put the chest. */ 332 /* first, find a place to put the chest. */
205 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
206 if (i == -1) 334 if (i == -1)
207 { 335 {
208 the_chest->destroy (); 336 the_chest->destroy ();
209 return NULL; 337 return NULL;
210 } 338 }
211 339
212 xl = x + freearr_x[i]; 340 int xl = x + freearr_x[i];
213 yl = y + freearr_y[i]; 341 int yl = y + freearr_y[i];
214 342
215 /* if the placement is blocked, return a fail. */ 343 /* if the placement is blocked, return a fail. */
216 if (wall_blocked (map, xl, yl)) 344 if (wall_blocked (map, xl, yl))
217 return 0; 345 return 0;
218 346
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 353 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 354
227 if (tlist != NULL) 355 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 356 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 357 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 358 object *new_treasure = style_map->pick_random_object (rmg_rndm);
231 359
232 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);
233 } 361 }
234 else 362 else
235 { /* use the style map */ 363 { /* use the style map */
236 the_chest->randomitems = tlist; 364 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 365 the_chest->stats.hp = n_treasures;
238 } 366 }
239#endif 367#endif
240 { /* neither style_map no treasure list given */ 368 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 369 treasurelist *tlist = treasurelist::find ("chest");
242 370
243 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
245 } 373 }
246 374
247 /* stick a trap in the chest if required */ 375 /* stick a trap in the chest if required */
248 if (treasureoptions & TRAPPED) 376 if (treasureoptions & TRAPPED)
249 { 377 {
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap;
252 379
253 if (trap_map) 380 if (trap_map)
254 { 381 {
255 the_trap = pick_random_object (trap_map); 382 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383
256 the_trap->stats.Cha = 10 + RP->difficulty; 384 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 385 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
386
258 if (the_trap) 387 if (the_trap)
259 { 388 {
260 object *new_trap; 389 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
261 390
262 new_trap = arch_to_object (the_trap->arch);
263 new_trap->copy_to (the_trap);
264 new_trap->x = x; 391 new_trap->x = x;
265 new_trap->y = y; 392 new_trap->y = y;
266 insert_ob_in_ob (new_trap, the_chest); 393 insert_ob_in_ob (new_trap, the_chest);
267 } 394 }
268 } 395 }
269 } 396 }
270 397
271 /* set the chest lock code, and call the keyplacer routine with 398 /* set the chest lock code, and call the keyplacer routine with
272 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
273 there's only 1 treasure.... */ 400 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 402 {
277 char keybuf[1024]; 403 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
278
279 sprintf (keybuf, "%d", (int) RANDOM ());
280 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
282 } 405 }
283 406
284 /* actually place the chest. */ 407 /* actually place the chest. */
285 the_chest->x = xl; 408 the_chest->x = xl;
286 the_chest->y = yl; 409 the_chest->y = yl;
315 } 438 }
316 } 439 }
317 return NULL; 440 return NULL;
318} 441}
319 442
320
321
322/* places keys in the map, preferably in something alive.
323 keycode is the key's code,
324 door_flag is either PASS_DOORS or NO_PASS_DOORS.
325 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
326 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
327 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
328
329 The idea is that you call keyplace on x,y where a door is, and it'll make
330 sure a key is placed on both sides of the door.
331*/
332int
333keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
334{
335 int i, j;
336 int kx = 0, ky = 0;
337 object *the_keymaster; /* the monster that gets the key. */
338 object *the_key;
339
340 /* get a key and set its keycode */
341 the_key = get_archetype ("key2");
342 the_key->slaying = keycode;
343
344 if (door_flag == PASS_DOORS)
345 {
346 int tries = 0;
347
348 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster)
350 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1;
353 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP);
355 }
356
357 /* if we don't find a good keymaster, drop the key on the ground. */
358 if (!the_keymaster)
359 {
360 int freeindex;
361
362 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
368 }
369
370 // can freeindex ever be < 0?
371 if (freeindex >= 0)
372 {
373 kx += freearr_x [freeindex];
374 ky += freearr_y [freeindex];
375 }
376 }
377 }
378 else
379 { /* NO_PASS_DOORS --we have to work harder. */
380 /* don't try to keyplace if we're sitting on a blocked square and
381 NO_PASS_DOORS is set. */
382 if (n_keys == 1)
383 {
384 if (wall_blocked (map, x, y))
385 return 0;
386
387 the_keymaster = find_monster_in_room (map, x, y, RP);
388 if (!the_keymaster) /* if fail, find a spot to drop the key. */
389 find_spot_in_room (map, x, y, &kx, &ky, RP);
390 }
391 else
392 {
393 int sum = 0; /* count how many keys we actually place */
394
395 /* I'm lazy, so just try to place in all 4 directions. */
396 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
397 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
400
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 }
408
409 return 1;
410 }
411 }
412
413 if (!the_keymaster)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423}
424
425
426
427/* both find_monster_in_room routines need to have access to this. */ 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 = rndm (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}
510 516
511/* 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 */
536 room_free_spots_x[number_of_free_spots_in_room] = x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
539 545
540 /* 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 */
541 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 547 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
542 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
543 549
544} 550}
545 551
546/* 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. */
567 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
569 575
570 if (number_of_free_spots_in_room > 0) 576 if (number_of_free_spots_in_room > 0)
571 { 577 {
572 i = RANDOM () % number_of_free_spots_in_room; 578 i = rmg_rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
575 } 581 }
576 582
577 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
645 *cy = ly; 651 *cy = ly;
646 return; 652 return;
647 } 653 }
648 } 654 }
649 /* give up and return the closest free spot. */ 655 /* give up and return the closest free spot. */
650 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 656 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
651 657
652 if (i != -1) 658 if (i != -1)
653 { 659 {
654 *cx = x + freearr_x[i]; 660 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 661 *cy = y + freearr_y[i];
660 *cx = -1; 666 *cx = -1;
661 *cy = -1; 667 *cy = -1;
662 } 668 }
663} 669}
664 670
665
666void 671void
667remove_monsters (int x, int y, maptile *map) 672remove_monsters (int x, int y, maptile *map)
668{ 673{
669 object *tmp; 674 object *tmp;
670 675
671 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)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 678 {
674 if (tmp->head) 679 if (tmp->head)
675 tmp = tmp->head; 680 tmp = tmp->head;
676 tmp->remove (); 681 tmp->remove ();
679 if (tmp == NULL) 684 if (tmp == NULL)
680 break; 685 break;
681 }; 686 };
682} 687}
683 688
684
685/* 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
686 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
687 it'll remove any monsters it finds.*/ 691 it'll remove any monsters it finds.*/
688
689object ** 692object **
690surround_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)
691{ 694{
692 int i; 695 int i;
693 char *doors[2]; 696 const char *doors[2];
694 object **doorlist; 697 object **doorlist;
695 int ndoors_made = 0; 698 int ndoors_made = 0;
696 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 */
697 700
698 /* 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 */
710 /* place doors in all the 8 adjacent unblocked squares. */ 713 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 714 for (i = 1; i < 9; i++)
712 { 715 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 716 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 717
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 718 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 719 { /* place a door */
720 remove_monsters (x1, y1, map);
721
717 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]);
718 723 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 724 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 725 ndoors_made++;
725 } 726 }
726 } 727 }
728
727 return doorlist; 729 return doorlist;
728} 730}
729 731
730 732
731/* 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. */
737 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)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 740 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 741 return tmp;
740 return NULL; 742 return NULL;
741} 743}
742
743 744
744/* the workhorse routine, which finds the doors in a room */ 745/* the workhorse routine, which finds the doors in a room */
745void 746void
746find_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)
747{ 748{
762 layout[x][y] = 1; 763 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 764 door = door_in_square (map, x, y);
764 if (door) 765 if (door)
765 { 766 {
766 doorlist[*ndoors] = door; 767 doorlist[*ndoors] = door;
768
767 if (*ndoors > 1022) /* eek! out of memory */ 769 if (*ndoors > 1022) /* eek! out of memory */
768 { 770 {
769 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");
770 return; 772 return;
771 } 773 }
774 } 776 }
775 } 777 }
776 else 778 else
777 { 779 {
778 layout[x][y] = 1; 780 layout[x][y] = 1;
781
779 /* 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 */
780 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 783 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 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);
782 } 787 }
783} 788}
784 789
785/* 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. */
786object ** 791object **
787find_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)
788{ 793{
789 char **layout2;
790 object **doorlist;
791 int i, j; 794 int i, j;
792 int ndoors = 0; 795 int ndoors = 0;
793 796
794 doorlist = (object **) calloc (sizeof (int), 1024); 797 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 798
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 799 LayoutData layout2 (RP->Xsize, RP->Ysize);
800 layout2.clear ();
801
797 /* allocate and copy the layout, converting C to 0. */ 802 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 803 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 804 for (j = 0; j < RP->Ysize; j++)
802 { 805 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#';
805 }
806 }
807 806
808 /* setup num_free_spots and room_free_spots */ 807 /* setup num_free_spots and room_free_spots */
809 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);
810 809
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 810 return doorlist;
817} 811}
818
819
820 812
821/* 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
822 opts doesn't say to lock/hide doors. */ 814 opts doesn't say to lock/hide doors. */
823
824void 815void
825lock_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)
826{ 817{
827 object *door; 818 object *door;
828 int i; 819 int i;
831 822
832 if (opts & DOORED) 823 if (opts & DOORED)
833 { 824 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 825 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
835 { 826 {
836 object *new_door = get_archetype ("locked_door1"); 827 object *new_door = get_archetype (shstr_locked_door1);
837 char keybuf[1024];
838 828
839 door = doorlist[i]; 829 door = doorlist[i];
840 new_door->face = door->face; 830 new_door->face = door->face;
841 new_door->x = door->x; 831 new_door->x = door->x;
842 new_door->y = door->y; 832 new_door->y = door->y;
843 door->remove (); 833 door->remove ();
844 door->destroy (); 834 door->destroy ();
845 doorlist[i] = new_door; 835 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 836 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 837 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
848 new_door->slaying = keybuf;
849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 838 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
850 } 839 }
851 } 840 }
852 841
853 /* 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. */
854 if (opts & HIDDEN) 843 if (opts & HIDDEN)
863 { 852 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
857
868 door->face = wallface->face; 858 door->face = wallface->face;
859
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
870 wallface->remove (); 861 wallface->remove ();
862
871 wallface->destroy (); 863 wallface->destroy ();
872 } 864 }
873 } 865 }
874 } 866 }
875} 867}

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