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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.54 by root, Sat Jun 26 22:10:18 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 26
27#include <global.h> 27#include <global.h>
41#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 */
42 42
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 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 = rmg_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}
46 175
47/* 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
48 * and doors but not monsters. 177 * and doors but not monsters.
49 * This function is not map tile aware. 178 * This function is not map tile aware.
50 */ 179 */
52wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
53{ 182{
54 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 184 return 1;
56 185
186 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 188}
60 189
61/* place treasures in the map, given the 190/* place treasures in the map, given the
62map, (required) 191map, (required)
63layout, (required) 192layout, (required)
64treasure 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.)
65treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
66*/ 195*/
67void 196void
68place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP)
69{ 198{
70 char styledirname[1024];
71 char stylefilepath[1024];
72 maptile *style_map = 0;
73 int num_treasures; 199 int num_treasures;
74 200
75 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 202 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
78 return; 204 return;
79 205
80 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 208
83 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 211 {
86 if (rndm (2)) 212 if (rmg_rndm (2))
87 treasureoptions -= 1; 213 treasureoptions -= 1;
88 else 214 else
89 treasureoptions -= 2; 215 treasureoptions -= 2;
90 } 216 }
91 217
92 /* pick the number of treasures */ 218 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
96 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);
97 else 223 else
98 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);
99 225
100 if (num_treasures <= 0) 226 if (num_treasures <= 0)
101 return; 227 return;
102 228
103 /* get the style map */ 229 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 style_map = find_style (styledirname, treasure_style, -1);
107 231
108 if (!style_map) 232 if (!style_map)
109 { 233 {
110 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
111 return; 235 return;
112 } 236 }
113 237
114 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
115 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
116 { 240 {
117
118 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
119 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
120 { 243 {
121 case LAYOUT_ONION: 244 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
130 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
131 { 254 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
133 { 256 {
134 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 258 object *chest;
137 259
138 if (tdiv == 3) 260 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
140 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
141 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
142 if (!chest) 266 if (!chest)
143 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
144 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
145 { 270 {
146 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 273 free (doorlist);
149 } 274 }
150 } 275 }
151 } 276 }
152 } 277 }
153 break; 278 break;
154 } 279 }
280
155 default: 281 default:
156 { 282 {
157 int i, j, tries; 283 int i, j, tries;
158 object *chest; 284 object *chest;
159 object **doorlist; 285 object **doorlist;
160 286
161 i = j = -1; 287 i = j = -1;
162 tries = 0; 288 tries = 0;
163 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
164 { 290 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
167 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
168 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
169 i = -1; 296 i = -1;
297
170 tries++; 298 tries++;
171 } 299 }
300
172 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
173 if (!chest) 303 if (!chest)
174 return; 304 return;
305
175 i = chest->x; 306 i = chest->x;
176 j = chest->y; 307 j = chest->y;
177 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
178 { 309 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
187 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
188 int ti, i, j; 319 int ti, i, j;
189 320
190 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
191 { 322 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 326 }
196 } 327 }
197} 328}
198 329
199/* 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
200 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,
201 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 */
202 333static object *
203object *
204place_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)
205{ 335{
206 object *the_chest;
207 int i, xl, yl;
208
209 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
210 337
211 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
212 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
213 if (i == -1) 340 if (i == -1)
214 { 341 {
215 the_chest->destroy (); 342 the_chest->destroy ();
216 return NULL; 343 return NULL;
217 } 344 }
218 345
219 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
220 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
221 348
222 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
223 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
224 return 0; 351 return 0;
225 352
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 360
234 if (tlist != NULL) 361 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 363 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
238 365
239 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
240 } 367 }
241 else 368 else
242 { /* use the style map */ 369 { /* use the style map */
243 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
245 } 372 }
246#endif 373#endif
247 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
249 376
250 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
252 } 379 }
253 380
254 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
256 { 383 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
258 object *the_trap;
259 385
260 if (trap_map) 386 if (trap_map)
261 { 387 {
262 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
263 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
265 if (the_trap) 393 if (the_trap)
266 { 394 {
267 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 396
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 397 new_trap->x = x;
272 new_trap->y = y; 398 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
274 } 400 }
275 } 401 }
276 } 402 }
277 403
278 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 408 {
284 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 411 }
290 412
291 /* actually place the chest. */ 413 /* actually place the chest. */
292 the_chest->x = xl; 414 the_chest->x = xl;
293 the_chest->y = yl; 415 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest; 417 return the_chest;
296} 418}
297 419
298
299/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
300 or walls */ 421static object *
301object *
302find_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)
303{ 423{
304 int i; 424 int i;
305 425
306 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
314 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 436 {
317 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
318 438
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
321 return the_monster; 441 return the_monster;
322 } 442 }
323 } 443 }
324 return NULL; 444 return NULL;
325} 445}
326 446
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (!the_keymaster)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 }
376
377 // can freeindex ever be < 0?
378 if (freeindex >= 0)
379 {
380 kx += freearr_x [freeindex];
381 ky += freearr_y [freeindex];
382 }
383 }
384 }
385 else
386 { /* NO_PASS_DOORS --we have to work harder. */
387 /* don't try to keyplace if we're sitting on a blocked square and
388 NO_PASS_DOORS is set. */
389 if (n_keys == 1)
390 {
391 if (wall_blocked (map, x, y))
392 return 0;
393
394 the_keymaster = find_monster_in_room (map, x, y, RP);
395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
396 find_spot_in_room (map, x, y, &kx, &ky, RP);
397 }
398 else
399 {
400 int sum = 0; /* count how many keys we actually place */
401
402 /* I'm lazy, so just try to place in all 4 directions. */
403 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
409 { /* diagonally this time. */
410 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 }
415
416 return 1;
417 }
418 }
419
420 if (!the_keymaster)
421 {
422 the_key->x = kx;
423 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1;
426 }
427
428 insert_ob_in_ob (the_key, the_keymaster);
429 return 1;
430}
431
432
433
434/* 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. */
435 448
436object *theMonsterToFind; 449static object *theMonsterToFind;
437 450
438/* 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.
439 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 */
440 453static object *
441object *
442find_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)
443{ 455{
444 int i, j; 456 int i, j;
445 457
446 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
461 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
462 { 474 {
463 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
464 476
465 /* check off this point */ 477 /* check off this point */
466 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
467 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
468 { 480 {
469 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
470 return theMonsterToFind; 482 return theMonsterToFind;
471 } 483 }
472 } 484 }
473 485
474 /* 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 */
475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
476 { 488 {
477 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);
478 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
479 return theMonsterToFind; 491 return theMonsterToFind;
480 } 492 }
493
481 return theMonsterToFind; 494 return theMonsterToFind;
482} 495}
483
484 496
485/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
486 real work. */ 498 real work. */
487 499static object *
488object *
489find_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)
490{ 501{
491 char **layout2; 502 Layout layout2 (RP);
492 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] = '#';
493 511
494 theMonsterToFind = 0; 512 theMonsterToFind = 0;
495 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
496 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++)
498 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#';
504 }
505 }
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
507 514
508 /* deallocate the temp. layout */ 515 layout2.free ();
509 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]);
512 }
513 free (layout2);
514 516
515 return theMonsterToFind; 517 return theMonsterToFind;
516} 518}
517 519
518/* 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 */
519int *room_free_spots_x; 521static int *room_free_spots_x;
520int *room_free_spots_y; 522static int *room_free_spots_y;
521int number_of_free_spots_in_room; 523static int number_of_free_spots_in_room;
522 524
523/* the workhorse routine, which finds the free spots in a room: 525/* the workhorse routine, which finds the free spots in a room:
524a 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
525that datastructure. */ 527that datastructure. */
526void 528static void
527find_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)
528{ 530{
529 int i, j; 531 int i, j;
530 532
531 /* bounds check x and y */ 533 /* bounds check x and y */
543 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
546 548
547 /* 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 */
548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
549 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);
550 552
551} 553}
552 554
553/* 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. */
554void 556static void
555find_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)
556{ 558{
557 char **layout2; 559 char **layout2;
558 int i, j; 560 int i, j;
559 561
574 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
576 578
577 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
578 { 580 {
579 i = RANDOM () % number_of_free_spots_in_room; 581 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
582 } 584 }
583 585
584 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
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.*/
597void 599static void
598find_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)
599{ 601{
600 int x, y; 602 int x, y;
601 int i; 603 int i;
602 604
652 *cy = ly; 654 *cy = ly;
653 return; 655 return;
654 } 656 }
655 } 657 }
656 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 659 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 660
659 if (i != -1) 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];
667 *cx = -1; 669 *cx = -1;
668 *cy = -1; 670 *cy = -1;
669 } 671 }
670} 672}
671 673
672void 674static void
673remove_monsters (int x, int y, maptile *map) 675remove_monsters (int x, int y, maptile *map)
674{ 676{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 677 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 678 {
680 if (tmp->head) 679 object *next = tmp->above;
681 tmp = tmp->head; 680
682 tmp->remove (); 681 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 682 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 683
685 if (tmp == NULL) 684 tmp = next;
686 break;
687 }; 685 }
688} 686}
689 687
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 690 it'll remove any monsters it finds.*/
693object ** 691static object **
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 */
728 } 726 }
729 727
730 return doorlist; 728 return doorlist;
731} 729}
732 730
733
734/* 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. */
735object * 732static object *
736door_in_square (maptile *map, int x, int y) 733door_in_square (maptile *map, int x, int y)
737{ 734{
738 object *tmp;
739
740 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)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 737 return tmp;
738
743 return NULL; 739 return NULL;
744} 740}
745 741
746
747/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
748void 743static void
749find_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)
750{ 745{
751 int i, j; 746 int i, j;
752 object *door; 747 object *door;
753 748
765 layout[x][y] = 1; 760 layout[x][y] = 1;
766 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
767 if (door) 762 if (door)
768 { 763 {
769 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
770 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
771 { 767 {
772 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");
773 return; 769 return;
774 } 770 }
777 } 773 }
778 } 774 }
779 else 775 else
780 { 776 {
781 layout[x][y] = 1; 777 layout[x][y] = 1;
778
782 /* 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 */
783 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 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);
785 } 784 }
786} 785}
787 786
788/* 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. */
789object ** 788static object **
790find_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)
791{ 790{
792 char **layout2;
793 object **doorlist;
794 int i, j; 791 int i, j;
795 int ndoors = 0; 792 int ndoors = 0;
796 793
797 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 795
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
800 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
805 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#';
808 }
809 }
810 803
811 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
812 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);
813 806
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 807 return doorlist;
820} 808}
821
822
823 809
824/* 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
825 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
826 812static void
827void
828lock_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)
829{ 814{
830 object *door; 815 object *door;
831 int i; 816 int i;
832 817
833 /* lock the doors and hide the keys. */ 818 /* lock the doors and hide the keys. */
834 819
835 if (opts & DOORED) 820 if (opts & DOORED)
836 { 821 {
837 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 822 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
838 { 823 {
839 object *new_door = get_archetype ("locked_door1"); 824 object *new_door = get_archetype (shstr_locked_door1);
840 char keybuf[1024];
841 825
842 door = doorlist[i]; 826 door = doorlist[i];
843 new_door->face = door->face; 827 new_door->face = door->face;
844 new_door->x = door->x; 828 new_door->x = door->x;
845 new_door->y = door->y; 829 new_door->y = door->y;
846 door->remove ();
847 door->destroy (); 830 door->destroy ();
848 doorlist[i] = new_door; 831 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 832 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 833 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
851 new_door->slaying = keybuf;
852 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);
853 } 835 }
854 } 836 }
855 837
856 /* 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. */
857 if (opts & HIDDEN) 839 if (opts & HIDDEN)
866 { 848 {
867 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 849 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 850 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 851 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 852 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
853
871 door->face = wallface->face; 854 door->face = wallface->face;
872 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 855
873 wallface->remove ();
874 wallface->destroy (); 856 wallface->destroy ();
875 } 857 }
876 } 858 }
877 } 859 }
878} 860}

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