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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.51 by root, Sun Mar 28 22:29:50 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26
27
28 26
29#include <global.h> 27#include <global.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32 30
43#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 */
44 42
45#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 44#define PASS_DOORS 1
47 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
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
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;
174}
48 175
49/* 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
50 * and doors but not monsters. 177 * and doors but not monsters.
51 * This function is not map tile aware. 178 * This function is not map tile aware.
52 */ 179 */
53
54int 180int
55wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
56{ 182{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 184 return 1;
185
186 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 188}
64 189
65/* place treasures in the map, given the 190/* place treasures in the map, given the
66map, (required) 191map, (required)
67layout, (required) 192layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
70*/ 195*/
71
72void 196void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 198{
75 char styledirname[1024];
76 char stylefilepath[1024];
77 maptile *style_map = 0;
78 int num_treasures; 199 int num_treasures;
79 200
80 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 202 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
83 return; 204 return;
205
84 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 208
87 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 211 {
90 if (RANDOM () % 2) 212 if (rmg_rndm (2))
91 treasureoptions -= 1; 213 treasureoptions -= 1;
92 else 214 else
93 treasureoptions -= 2; 215 treasureoptions -= 2;
94 } 216 }
95 217
96 /* pick the number of treasures */ 218 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 223 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 225
104 if (num_treasures <= 0) 226 if (num_treasures <= 0)
105 return; 227 return;
106 228
107 /* get the style map */ 229 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1);
231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
111 237
112 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
114 { 240 {
115
116 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
118 { 243 {
119 case LAYOUT_ONION: 244 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
128 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
129 { 254 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 { 256 {
132 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 258 object *chest;
135 259
136 if (tdiv == 3) 260 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
138 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
140 if (!chest) 266 if (!chest)
141 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
142 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
143 { 270 {
144 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 273 free (doorlist);
147 } 274 }
148 } 275 }
149 } 276 }
150 } 277 }
151 break; 278 break;
152 } 279 }
280
153 default: 281 default:
154 { 282 {
155 int i, j, tries; 283 int i, j, tries;
156 object *chest; 284 object *chest;
157 object **doorlist; 285 object **doorlist;
158 286
159 i = j = -1; 287 i = j = -1;
160 tries = 0; 288 tries = 0;
161 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
162 { 290 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
166 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
167 i = -1; 296 i = -1;
297
168 tries++; 298 tries++;
169 } 299 }
300
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
171 if (!chest) 303 if (!chest)
172 return; 304 return;
305
173 i = chest->x; 306 i = chest->x;
174 j = chest->y; 307 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
176 { 309 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
185 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
186 int ti, i, j; 319 int ti, i, j;
187 320
188 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
189 { 322 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 326 }
194 } 327 }
195} 328}
196 329
197/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
198 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
199 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
200 333static object *
201object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 335{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 337
209 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 340 if (i == -1)
212 { 341 {
213 the_chest->destroy (); 342 the_chest->destroy ();
214 return NULL; 343 return NULL;
215 } 344 }
345
216 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
218 348
219 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
221 return 0; 351 return 0;
222 352
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 360
231 if (tlist != NULL) 361 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 363 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
235 365
236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
237 } 367 }
238 else 368 else
239 { /* use the style map */ 369 { /* use the style map */
240 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
242 } 372 }
243#endif 373#endif
244 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
246 376
247 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
249 } 379 }
250 380
251 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
253 { 383 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap;
256 385
257 if (trap_map) 386 if (trap_map)
258 { 387 {
259 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
260 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
262 if (the_trap) 393 if (the_trap)
263 { 394 {
264 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
265 396
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x; 397 new_trap->x = x;
269 new_trap->y = y; 398 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
271 } 400 }
272 } 401 }
273 } 402 }
274 403
275 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
276 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
277 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 408 {
281 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
282
283 sprintf (keybuf, "%d", (int) RANDOM ());
284 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
286 } 411 }
287 412
288 /* actually place the chest. */ 413 /* actually place the chest. */
289 the_chest->x = xl; 414 the_chest->x = xl;
290 the_chest->y = yl; 415 the_chest->y = yl;
291 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
292 return the_chest; 417 return the_chest;
293} 418}
294 419
295
296/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
297 or walls */ 421static object *
298object *
299find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
300{ 423{
301 int i; 424 int i;
302 425
303 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
319 } 442 }
320 } 443 }
321 return NULL; 444 return NULL;
322} 445}
323 446
324
325
326/* places keys in the map, preferably in something alive.
327 keycode is the key's code,
328 door_flag is either PASS_DOORS or NO_PASS_DOORS.
329 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
330 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332
333 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door.
335*/
336
337int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{
340 int i, j;
341 int kx, ky;
342 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key;
344
345 /* get a key and set its keycode */
346 the_key = get_archetype ("key2");
347 the_key->slaying = keycode;
348
349 if (door_flag == PASS_DOORS)
350 {
351 int tries = 0;
352
353 the_keymaster = NULL;
354 while (tries < 15 && the_keymaster == NULL)
355 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP);
360 }
361 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL)
363 {
364 int freeindex;
365
366 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky);
372 }
373 if (freeindex != -1)
374 {
375 kx += freearr_x[freeindex];
376 ky += freearr_y[freeindex];
377 }
378 }
379 }
380 else
381 { /* NO_PASS_DOORS --we have to work harder. */
382 /* don't try to keyplace if we're sitting on a blocked square and
383 NO_PASS_DOORS is set. */
384 if (n_keys == 1)
385 {
386 if (wall_blocked (map, x, y))
387 return 0;
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 }
408 return 1;
409 }
410 }
411
412 if (the_keymaster == NULL)
413 {
414 the_key->x = kx;
415 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1;
418 }
419
420 insert_ob_in_ob (the_key, the_keymaster);
421 return 1;
422}
423
424
425
426/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
427 448
428object *theMonsterToFind; 449static object *theMonsterToFind;
429 450
430/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
431 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the layout, converting 0's to 1's */
432 453static object *
433object *
434find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
435{ 455{
436 int i, j; 456 int i, j;
437 457
438 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
462 return theMonsterToFind; 482 return theMonsterToFind;
463 } 483 }
464 } 484 }
465 485
466 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
468 { 488 {
469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
470 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 491 return theMonsterToFind;
472 } 492 }
493
473 return theMonsterToFind; 494 return theMonsterToFind;
474} 495}
475
476 496
477/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
478 real work. */ 498 real work. */
479 499static object *
480object *
481find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
482{ 501{
483 char **layout2; 502 Layout layout2 (RP);
484 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
485 511
486 theMonsterToFind = 0; 512 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
499 514
500 /* deallocate the temp. layout */ 515 layout2.free ();
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506 516
507 return theMonsterToFind; 517 return theMonsterToFind;
508} 518}
509 519
510
511
512
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x; 521static int *room_free_spots_x;
515int *room_free_spots_y; 522static int *room_free_spots_y;
516int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
517 524
518/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
519a datastructure of free points is set up, and a position chosen from 526a datastructure of free points is set up, and a position chosen from
520that datastructure. */ 527that datastructure. */
521 528static void
522void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 530{
525 int i, j; 531 int i, j;
526 532
527 /* bounds check x and y */ 533 /* bounds check x and y */
537 /* check off this point */ 543 /* check off this point */
538 layout[x][y] = 1; 544 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
548
542 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 552
548} 553}
549 554
550/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
551void 556static void
552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 557find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
553{ 558{
554 char **layout2; 559 char **layout2;
555 int i, j; 560 int i, j;
556 561
562 /* allocate and copy the layout, converting C to 0. */ 567 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 568 for (i = 0; i < RP->Xsize; i++)
564 { 569 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 571 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 572 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 573 layout2[i][j] = '#';
570 }
571 } 574 }
572 575
573 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
575 578
576 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
577 { 580 {
578 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
581 } 584 }
582 585
583 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 587 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 588 free (layout2[i]);
587 } 589
588 free (layout2); 590 free (layout2);
589 free (room_free_spots_x); 591 free (room_free_spots_x);
590 free (room_free_spots_y); 592 free (room_free_spots_y);
591} 593}
592 594
593 595
594/* searches the map for a spot with walls around it. The more 596/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 597 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 598 it'll return 0 if no FREE spots are found.*/
597 599static void
598void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 601{
601 int x, y; 602 int x, y;
602 int i; 603 int i;
603 604
653 *cy = ly; 654 *cy = ly;
654 return; 655 return;
655 } 656 }
656 } 657 }
657 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 660
661 if (i != -1)
660 { 662 {
661 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
663 return; 665 }
666 else
664 } 667 {
665 /* indicate failure */ 668 /* indicate failure */
669 *cx = -1;
666 *cx = *cy = -1; 670 *cy = -1;
671 }
667} 672}
668 673
669 674static void
670void
671remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
672{ 676{
673 object *tmp; 677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
674
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 678 {
678 if (tmp->head) 679 object *next = tmp->above;
679 tmp = tmp->head; 680
680 tmp->remove (); 681 if (tmp->flag [FLAG_ALIVE])
681 tmp->destroy (); 682 tmp->head_ ()->destroy ();
682 tmp = GET_MAP_OB (map, x, y); 683
683 if (tmp == NULL) 684 tmp = next;
684 break;
685 }; 685 }
686} 686}
687
688 687
689/* surrounds the point x,y by doors, so as to enclose something, like 688/* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and 689 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 690 it'll remove any monsters it finds.*/
692 691static object **
693object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 692surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 693{
696 int i; 694 int i;
697 char *doors[2]; 695 const char *doors[2];
698 object **doorlist; 696 object **doorlist;
699 int ndoors_made = 0; 697 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 698 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 699
702 /* this is a list we pick from, for horizontal and vertical doors */ 700 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 712 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 713 for (i = 1; i < 9; i++)
716 { 714 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 715 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 716
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 717 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 718 { /* place a door */
719 remove_monsters (x1, y1, map);
720
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 721 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 722 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 723 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 724 ndoors_made++;
729 } 725 }
730 } 726 }
727
731 return doorlist; 728 return doorlist;
732} 729}
733 730
734
735/* returns the first door in this square, or NULL if there isn't a door. */ 731/* returns the first door in this square, or NULL if there isn't a door. */
736object * 732static object *
737door_in_square (maptile *map, int x, int y) 733door_in_square (maptile *map, int x, int y)
738{ 734{
739 object *tmp;
740
741 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 735 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 737 return tmp;
738
744 return NULL; 739 return NULL;
745} 740}
746 741
747
748/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
749void 743static void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{ 745{
752 int i, j; 746 int i, j;
753 object *door; 747 object *door;
754 748
766 layout[x][y] = 1; 760 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
768 if (door) 762 if (door)
769 { 763 {
770 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
771 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
772 { 767 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 769 return;
775 } 770 }
778 } 773 }
779 } 774 }
780 else 775 else
781 { 776 {
782 layout[x][y] = 1; 777 layout[x][y] = 1;
778
783 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
784 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
786 } 784 }
787} 785}
788 786
789/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
790object ** 788static object **
791find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
792{ 790{
793 char **layout2;
794 object **doorlist;
795 int i, j; 791 int i, j;
796 int ndoors = 0; 792 int ndoors = 0;
797 793
798 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 795
800 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
801 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
802 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
803 {
804 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
805 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
806 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807 if (wall_blocked (map, i, j))
808 layout2[i][j] = '#';
809 }
810 }
811 803
812 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
814 806
815 /* deallocate the temp. layout */
816 for (i = 0; i < RP->Xsize; i++)
817 free (layout2[i]);
818
819 free (layout2);
820 return doorlist; 807 return doorlist;
821} 808}
822
823
824 809
825/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
826 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
827 812static void
828void
829lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
830{ 814{
831 object *door; 815 object *door;
832 int i; 816 int i;
833 817
834 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
835 819
836 if (opts & DOORED) 820 if (opts & DOORED)
837 { 821 {
838 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
839 { 823 {
840 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
841 char keybuf[1024];
842 825
843 door = doorlist[i]; 826 door = doorlist[i];
844 new_door->face = door->face; 827 new_door->face = door->face;
845 new_door->x = door->x; 828 new_door->x = door->x;
846 new_door->y = door->y; 829 new_door->y = door->y;
847 door->remove ();
848 door->destroy (); 830 door->destroy ();
849 doorlist[i] = new_door; 831 doorlist[i] = new_door;
850 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
851 sprintf (keybuf, "%d", (int) RANDOM ()); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
852 new_door->slaying = keybuf;
853 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 834 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
854 } 835 }
855 } 836 }
856 837
857 /* change the faces of the doors and surrounding walls to hide them. */ 838 /* change the faces of the doors and surrounding walls to hide them. */
858 if (opts & HIDDEN) 839 if (opts & HIDDEN)
867 { 848 {
868 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
872 door->face = wallface->face; 854 door->face = wallface->face;
873 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
874 wallface->remove ();
875 wallface->destroy (); 856 wallface->destroy ();
876 } 857 }
877 } 858 }
878 } 859 }
879} 860}

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