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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.35 by root, Mon Apr 14 22:41:17 2008 UTC vs.
Revision 1.48 by root, Sun Nov 29 17:41:07 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
51} 174}
52 175
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
82 if (treasure_style) 205 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
84 return; 207 return;
85 208
86 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 211
89 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 214 {
92 if (rndm (2)) 215 if (rmg_rndm (2))
93 treasureoptions -= 1; 216 treasureoptions -= 1;
94 else 217 else
95 treasureoptions -= 2; 218 treasureoptions -= 2;
96 } 219 }
97 220
157 } 280 }
158 } 281 }
159 } 282 }
160 break; 283 break;
161 } 284 }
285
162 default: 286 default:
163 { 287 {
164 int i, j, tries; 288 int i, j, tries;
165 object *chest; 289 object *chest;
166 object **doorlist; 290 object **doorlist;
167 291
168 i = j = -1; 292 i = j = -1;
169 tries = 0; 293 tries = 0;
170 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
171 { 295 {
172 i = rndm (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
175 299
176 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
177 i = -1; 301 i = -1;
178 302
199 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
200 int ti, i, j; 324 int ti, i, j;
201 325
202 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
203 { 327 {
204 i = rndm (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
205 j = rndm (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
206 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
207 } 331 }
208 } 332 }
209} 333}
210 334
211/* put a chest into the map, near x and y, with the treasure style 335/* put a chest into the map, near x and y, with the treasure style
212 determined (may be null, or may be a treasure list from lib/treasures, 336 determined (may be null, or may be a treasure list from lib/treasures,
213 if the global variable "treasurestyle" is set to that treasure list's name */ 337 if the global variable "treasurestyle" is set to that treasure list's name */
214object * 338static object *
215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 339place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
216{ 340{
217 object *the_chest;
218 int i, xl, yl;
219
220 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
221 342
222 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
223 i = find_first_free_spot (the_chest, map, x, y); 344 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
224 if (i == -1) 345 if (i == -1)
225 { 346 {
226 the_chest->destroy (); 347 the_chest->destroy ();
227 return NULL; 348 return NULL;
228 } 349 }
229 350
230 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
231 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
232 353
233 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
234 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
235 return 0; 356 return 0;
236 357
243 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
244 365
245 if (tlist != NULL) 366 if (tlist != NULL)
246 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
247 { /* use the treasure list */ 368 { /* use the treasure list */
248 object *new_treasure = style_map->pick_random_object (); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
249 370
250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 371 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
251 } 372 }
252 else 373 else
253 { /* use the style map */ 374 { /* use the style map */
254 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
255 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
264 385
265 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
266 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
267 { 388 {
268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
269 object *the_trap;
270 390
271 if (trap_map) 391 if (trap_map)
272 { 392 {
273 the_trap = trap_map->pick_random_object (); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
274 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
275 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
276 if (the_trap) 398 if (the_trap)
277 { 399 {
278 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
279 401
280 new_trap = arch_to_object (the_trap->arch);
281 new_trap->copy_to (the_trap);
282 new_trap->x = x; 402 new_trap->x = x;
283 new_trap->y = y; 403 new_trap->y = y;
284 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
285 } 405 }
286 } 406 }
289 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
290 the lockcode. It's not worth bothering to lock the chest if 410 the lockcode. It's not worth bothering to lock the chest if
291 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 { 413 {
294 char keybuf[1024]; 414 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
295
296 sprintf (keybuf, "%d", rndm (1000000000));
297 the_chest->slaying = keybuf;
298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
299 } 416 }
300 417
301 /* actually place the chest. */ 418 /* actually place the chest. */
302 the_chest->x = xl; 419 the_chest->x = xl;
303 the_chest->y = yl; 420 the_chest->y = yl;
304 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
305 return the_chest; 422 return the_chest;
306} 423}
307 424
308
309/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
310 or walls */ 426static object *
311object *
312find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 427find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
313{ 428{
314 int i; 429 int i;
315 430
316 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
332 } 447 }
333 } 448 }
334 return NULL; 449 return NULL;
335} 450}
336 451
337
338
339/* places keys in the map, preferably in something alive.
340 keycode is the key's code,
341 door_flag is either PASS_DOORS or NO_PASS_DOORS.
342 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
343 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
345
346 The idea is that you call keyplace on x,y where a door is, and it'll make
347 sure a key is placed on both sides of the door.
348*/
349int
350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
352 int i, j;
353 int kx = 0, ky = 0;
354 object *the_keymaster; /* the monster that gets the key. */
355 object *the_key;
356
357 /* get a key and set its keycode */
358 the_key = get_archetype ("key2");
359 the_key->slaying = keycode;
360
361 if (door_flag == PASS_DOORS)
362 {
363 int tries = 0;
364
365 the_keymaster = 0;
366 while (tries < 15 && !the_keymaster)
367 {
368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
370 tries++;
371 the_keymaster = find_closest_monster (map, i, j, RP);
372 }
373
374 /* if we don't find a good keymaster, drop the key on the ground. */
375 if (!the_keymaster)
376 {
377 int freeindex;
378
379 freeindex = -1;
380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
381 {
382 kx = rndm (RP->Xsize - 2) + 1;
383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
393 }
394 }
395 else
396 { /* NO_PASS_DOORS --we have to work harder. */
397 /* don't try to keyplace if we're sitting on a blocked square and
398 NO_PASS_DOORS is set. */
399 if (n_keys == 1)
400 {
401 if (wall_blocked (map, x, y))
402 return 0;
403
404 the_keymaster = find_monster_in_room (map, x, y, RP);
405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
406 find_spot_in_room (map, x, y, &kx, &ky, RP);
407 }
408 else
409 {
410 int sum = 0; /* count how many keys we actually place */
411
412 /* I'm lazy, so just try to place in all 4 directions. */
413 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
419 { /* diagonally this time. */
420 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
435 return 1;
436 }
437
438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
439 return 1;
440}
441
442
443
444/* both find_monster_in_room routines need to have access to this. */ 452/* both find_monster_in_room routines need to have access to this. */
445 453
446object *theMonsterToFind; 454static object *theMonsterToFind;
447 455
448/* a recursive routine which will return a monster, eventually,if there is one. 456/* a recursive routine which will return a monster, eventually,if there is one.
449 it does a check-off on the layout, converting 0's to 1's */ 457 it does a check-off on the layout, converting 0's to 1's */
450 458static object *
451object *
452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453{ 460{
454 int i, j; 461 int i, j;
455 462
456 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
480 return theMonsterToFind; 487 return theMonsterToFind;
481 } 488 }
482 } 489 }
483 490
484 /* now search all the 8 squares around recursively for a monster,in random order */ 491 /* now search all the 8 squares around recursively for a monster,in random order */
485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 { 493 {
487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 494 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
488 if (theMonsterToFind != NULL) 495 if (theMonsterToFind != NULL)
489 return theMonsterToFind; 496 return theMonsterToFind;
490 } 497 }
498
491 return theMonsterToFind; 499 return theMonsterToFind;
492} 500}
493
494 501
495/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
496 real work. */ 503 real work. */
497 504static object *
498object *
499find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 505find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
500{ 506{
501 char **layout2; 507 Layout layout2 (RP);
502 int i, j; 508
509 layout2->clear ();
510
511 /* allocate and copy the layout, converting C to 0. */
512 for (int i = 0; i < layout2->w; i++)
513 for (int j = 0; j < layout2->h; j++)
514 if (wall_blocked (map, i, j))
515 layout2[i][j] = '#';
503 516
504 theMonsterToFind = 0; 517 theMonsterToFind = 0;
505 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
506 /* allocate and copy the layout, converting C to 0. */
507 for (i = 0; i < RP->Xsize; i++)
508 {
509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
510 for (j = 0; j < RP->Ysize; j++)
511 if (wall_blocked (map, i, j))
512 layout2[i][j] = '#';
513 }
514
515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
516 519
517 /* deallocate the temp. layout */ 520 layout2.free ();
518 for (i = 0; i < RP->Xsize; i++)
519 free (layout2[i]);
520
521 free (layout2);
522 521
523 return theMonsterToFind; 522 return theMonsterToFind;
524} 523}
525 524
526/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
527int *room_free_spots_x; 526static int *room_free_spots_x;
528int *room_free_spots_y; 527static int *room_free_spots_y;
529int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
530 529
531/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
532a datastructure of free points is set up, and a position chosen from 531a datastructure of free points is set up, and a position chosen from
533that datastructure. */ 532that datastructure. */
534void 533static void
535find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
536{ 535{
537 int i, j; 536 int i, j;
538 537
539 /* bounds check x and y */ 538 /* bounds check x and y */
551 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
552 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
553 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
554 553
555 /* now search all the 8 squares around recursively for free spots,in random order */ 554 /* now search all the 8 squares around recursively for free spots,in random order */
556 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 555 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
557 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
558 557
559} 558}
560 559
561/* find a random non-blocked spot in this room to drop a key. */ 560/* find a random non-blocked spot in this room to drop a key. */
562void 561static void
563find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 562find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
564{ 563{
565 char **layout2; 564 char **layout2;
566 int i, j; 565 int i, j;
567 566
582 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
584 583
585 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
586 { 585 {
587 i = rndm (number_of_free_spots_in_room); 586 i = rmg_rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
590 } 589 }
591 590
592 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
600 599
601 600
602/* searches the map for a spot with walls around it. The more 601/* searches the map for a spot with walls around it. The more
603 walls the better, but it'll settle for 1 wall, or even 0, but 602 walls the better, but it'll settle for 1 wall, or even 0, but
604 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
605void 604static void
606find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
607{ 606{
608 int x, y; 607 int x, y;
609 int i; 608 int i;
610 609
660 *cy = ly; 659 *cy = ly;
661 return; 660 return;
662 } 661 }
663 } 662 }
664 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
666 665
667 if (i != -1) 666 if (i != -1)
668 { 667 {
669 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
670 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
675 *cx = -1; 674 *cx = -1;
676 *cy = -1; 675 *cy = -1;
677 } 676 }
678} 677}
679 678
680void 679static void
681remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
682{ 681{
683 object *tmp;
684
685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
687 { 683 {
688 if (tmp->head) 684 object *next = tmp->above;
689 tmp = tmp->head; 685
690 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
691 tmp->destroy (); 687 tmp->head_ ()->destroy ();
692 tmp = GET_MAP_OB (map, x, y); 688
693 if (tmp == NULL) 689 tmp = next;
694 break;
695 }; 690 }
696} 691}
697 692
698/* surrounds the point x,y by doors, so as to enclose something, like 693/* surrounds the point x,y by doors, so as to enclose something, like
699 a chest. It only goes as far as the 8 squares surrounding, and 694 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
701object ** 696static object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 697surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{ 698{
704 int i; 699 int i;
705 const char *doors[2]; 700 const char *doors[2];
706 object **doorlist; 701 object **doorlist;
736 } 731 }
737 732
738 return doorlist; 733 return doorlist;
739} 734}
740 735
741
742/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
743object * 737static object *
744door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
745{ 739{
746 object *tmp;
747
748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 742 return tmp;
743
751 return NULL; 744 return NULL;
752} 745}
753 746
754/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
755void 748static void
756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
757{ 750{
758 int i, j; 751 int i, j;
759 object *door; 752 object *door;
760 753
787 else 780 else
788 { 781 {
789 layout[x][y] = 1; 782 layout[x][y] = 1;
790 783
791 /* now search all the 8 squares around recursively for free spots,in random order */ 784 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 find_doors_in_room_recursive (layout, map, 786 find_doors_in_room_recursive (layout, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 doorlist, ndoors, RP); 788 doorlist, ndoors, RP);
796 } 789 }
797} 790}
798 791
799/* find a random non-blocked spot in this room to drop a key. */ 792/* find a random non-blocked spot in this room to drop a key. */
800object ** 793static object **
801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 795{
803 int i, j; 796 int i, j;
804 int ndoors = 0; 797 int ndoors = 0;
805 798
806 object **doorlist = (object **)calloc (sizeof (int), 1024); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 800
808 MazeData layout2 (RP->Xsize, RP->Ysize); 801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
809 803
810 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
811 for (i = 0; i < RP->Xsize; i++) 805 for (i = 0; i < RP->Xsize; i++)
812 for (j = 0; j < RP->Ysize; j++) 806 for (j = 0; j < RP->Ysize; j++)
813 if (wall_blocked (map, i, j)) 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 layout2[i][j] = '#';
815 808
816 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 810 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
818 811
819 return doorlist; 812 return doorlist;
820} 813}
821 814
822/* locks and/or hides all the doors in doorlist, or does nothing if 815/* locks and/or hides all the doors in doorlist, or does nothing if
823 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
824void 817static void
825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 818lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
826{ 819{
827 object *door; 820 object *door;
828 int i; 821 int i;
829 822
830 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
831 824
832 if (opts & DOORED) 825 if (opts & DOORED)
833 { 826 {
834 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
835 { 828 {
836 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
837 char keybuf[1024];
838 830
839 door = doorlist[i]; 831 door = doorlist[i];
840 new_door->face = door->face; 832 new_door->face = door->face;
841 new_door->x = door->x; 833 new_door->x = door->x;
842 new_door->y = door->y; 834 new_door->y = door->y;
843 door->remove ();
844 door->destroy (); 835 door->destroy ();
845 doorlist[i] = new_door; 836 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", rndm (1000000000)); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
848 new_door->slaying = keybuf;
849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
850 } 840 }
851 } 841 }
852 842
853 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
854 if (opts & HIDDEN) 844 if (opts & HIDDEN)
863 { 853 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
868 door->face = wallface->face; 859 door->face = wallface->face;
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
870 wallface->remove ();
871 wallface->destroy (); 861 wallface->destroy ();
872 } 862 }
873 } 863 }
874 } 864 }
875} 865}

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