--- deliantra/server/random_maps/treasure.C 2007/01/17 12:36:31 1.19
+++ deliantra/server/random_maps/treasure.C 2012/10/29 23:55:54 1.63
@@ -1,56 +1,31 @@
/*
-<<<<<<< treasure.C
- * CrossFire, A Multiplayer game
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- * Copyright (C) 1992 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
*
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
- * The authors can be reached via e-mail at
+ * The authors can be reached via e-mail to
*/
-=======
- * CrossFire, A Multiplayer game for X-windows
- *
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- * Copyright (C) 1992 Frank Tore Johansen
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * The authors can be reached via e-mail at
- */
->>>>>>> 1.18
/* placing treasure in maps, where appropriate. */
#include
-#include
+#include
#include
/* some defines for various options which can be set. */
@@ -68,6 +43,134 @@
#define NO_PASS_DOORS 0
#define PASS_DOORS 1
+static object *find_closest_monster (maptile *map, int x, int y);
+static object *find_monster_in_room (maptile *map, int x, int y);
+static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
+static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
+static object **find_doors_in_room (maptile *map, int x, int y);
+static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
+static void find_enclosed_spot (maptile *map, int *cx, int *cy);
+static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
+
+/* a macro to get a strongly centered random distribution,
+ from 0 to x, centered at x/2 */
+static int
+bc_random (int x)
+{
+ return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
+}
+
+static object *
+gen_key (const shstr &keycode)
+{
+ /* get a key and set its keycode */
+ object *key = archetype::get (shstr_key_random_map);
+ key->slaying = keycode;
+ return key;
+}
+
+/* places keys in the map, preferably in something alive.
+ keycode is the key's code,
+ door_flag is either PASS_DOORS or NO_PASS_DOORS.
+ NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
+ if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
+ it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
+
+ The idea is that you call keyplace on x,y where a door is, and it'll make
+ sure a key is placed on both sides of the door.
+*/
+static int
+keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
+{
+ int i, j;
+ int kx = 0, ky = 0;
+ object *the_keymaster; /* the monster that gets the key. */
+ object *the_key = gen_key (keycode);
+
+ if (door_flag == PASS_DOORS)
+ {
+ int tries = 0;
+
+ the_keymaster = 0;
+ while (tries < 15 && !the_keymaster)
+ {
+ i = rmg_rndm (map->width - 2) + 1;
+ j = rmg_rndm (map->height - 2) + 1;
+ tries++;
+ the_keymaster = find_closest_monster (map, i, j);
+ }
+
+ /* if we don't find a good keymaster, drop the key on the ground. */
+ if (!the_keymaster)
+ {
+ int freeindex;
+
+ freeindex = -1;
+ for (tries = 0; tries < 15 && freeindex == -1; tries++)
+ {
+ kx = rmg_rndm (map->width - 2) + 1;
+ ky = rmg_rndm (map->height - 2) + 1;
+ freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
+ }
+
+ // can freeindex ever be < 0?
+ if (freeindex >= 0)
+ {
+ kx += freearr_x [freeindex];
+ ky += freearr_y [freeindex];
+ }
+ }
+ }
+ else
+ { /* NO_PASS_DOORS --we have to work harder. */
+ /* don't try to keyplace if we're sitting on a blocked square and
+ NO_PASS_DOORS is set. */
+ if (n_keys == 1)
+ {
+ if (wall_blocked (map, x, y))
+ {
+ the_key->destroy ();
+ return 0;
+ }
+
+ the_keymaster = find_monster_in_room (map, x, y);
+ if (!the_keymaster) /* if fail, find a spot to drop the key. */
+ find_spot_in_room (map, x, y, &kx, &ky);
+ }
+ else
+ {
+ int sum = 0; /* count how many keys we actually place */
+
+ /* I'm lazy, so just try to place in all 4 directions. */
+ sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
+ sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
+ sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
+ sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
+
+ if (sum < 2) /* we might have made a disconnected map-place more keys. */
+ { /* diagonally this time. */
+ keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
+ keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
+ keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
+ keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
+ }
+
+ the_key->destroy ();
+ return 1;
+ }
+ }
+
+ if (the_keymaster)
+ the_keymaster->head_ ()->insert (the_key);
+ else
+ {
+ the_key->x = kx;
+ the_key->y = ky;
+ insert_ob_in_map (the_key, map, NULL, 0);
+ }
+
+ return 1;
+}
/* returns true if square x,y has P_NO_PASS set, which is true for walls
* and doors but not monsters.
@@ -79,35 +182,33 @@
if (OUT_OF_REAL_MAP (m, x, y))
return 1;
- int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
- return r;
+ m->at (x, y).update ();
+ return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
}
/* place treasures in the map, given the
map, (required)
-layout, (required)
+maze, (required)
treasure style (may be empty or NULL, or "none" to cause no treasure.)
treasureoptions (may be 0 for random choices or positive)
*/
void
-place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
+place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
{
- char styledirname[1024];
- char stylefilepath[1024];
- maptile *style_map = 0;
int num_treasures;
/* bail out if treasure isn't wanted. */
if (treasure_style)
if (!strcmp (treasure_style, "none"))
return;
+
if (treasureoptions <= 0)
- treasureoptions = RANDOM () % (2 * LAST_OPTION);
+ treasureoptions = rmg_rndm (2 * LAST_OPTION);
/* filter out the mutually exclusive options */
if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
{
- if (RANDOM () % 2)
+ if (rmg_rndm (2))
treasureoptions -= 1;
else
treasureoptions -= 2;
@@ -115,24 +216,27 @@
/* pick the number of treasures */
if (treasureoptions & SPARSE)
- num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
+ num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
else if (treasureoptions & RICH)
- num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
+ num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
else
- num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
+ num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
if (num_treasures <= 0)
return;
/* get the style map */
- sprintf (styledirname, "%s", "/styles/treasurestyles");
- sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
- style_map = find_style (styledirname, treasure_style, -1);
+ maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
+
+ if (!style_map)
+ {
+ LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
+ return;
+ }
/* all the treasure at one spot in the map. */
if (treasureoptions & CONCENTRATED)
{
-
/* map_layout_style global, and is previously set */
switch (RP->map_layout_style)
{
@@ -147,21 +251,23 @@
{
for (j = 0; j < RP->Ysize; j++)
{
- if (layout[i][j] == 'C' || layout[i][j] == '>')
+ if (maze[i][j] == 'C' || maze[i][j] == '>')
{
int tdiv = RP->symmetry_used;
- object **doorlist;
object *chest;
if (tdiv == 3)
tdiv = 2; /* this symmetry uses a divisor of 2 */
+
/* don't put a chest on an exit. */
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
+
if (!chest)
continue; /* if no chest was placed NEXT */
+
if (treasureoptions & (DOORED | HIDDEN))
{
- doorlist = find_doors_in_room (map, i, j, RP);
+ object **doorlist = find_doors_in_room (map, i, j);
lock_and_hide_doors (doorlist, map, treasureoptions, RP);
free (doorlist);
}
@@ -170,6 +276,7 @@
}
break;
}
+
default:
{
int i, j, tries;
@@ -180,21 +287,27 @@
tries = 0;
while (i == -1 && tries < 100)
{
- i = RANDOM () % (RP->Xsize - 2) + 1;
- j = RANDOM () % (RP->Ysize - 2) + 1;
- find_enclosed_spot (map, &i, &j, RP);
+ i = rmg_rndm (RP->Xsize - 2) + 1;
+ j = rmg_rndm (RP->Ysize - 2) + 1;
+
+ find_enclosed_spot (map, &i, &j);
+
if (wall_blocked (map, i, j))
i = -1;
+
tries++;
}
+
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
+
if (!chest)
return;
+
i = chest->x;
j = chest->y;
if (treasureoptions & (DOORED | HIDDEN))
{
- doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
+ doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
lock_and_hide_doors (doorlist, map, treasureoptions, RP);
free (doorlist);
}
@@ -202,13 +315,13 @@
}
}
else
- { /* DIFFUSE treasure layout */
+ { /* DIFFUSE treasure maze */
int ti, i, j;
for (ti = 0; ti < num_treasures; ti++)
{
- i = RANDOM () % (RP->Xsize - 2) + 1;
- j = RANDOM () % (RP->Ysize - 2) + 1;
+ i = rmg_rndm (RP->Xsize - 2) + 1;
+ j = rmg_rndm (RP->Ysize - 2) + 1;
place_chest (treasureoptions, i, j, map, style_map, 1, RP);
}
}
@@ -217,25 +330,21 @@
/* put a chest into the map, near x and y, with the treasure style
determined (may be null, or may be a treasure list from lib/treasures,
if the global variable "treasurestyle" is set to that treasure list's name */
-
-object *
+static object *
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
{
- object *the_chest;
- int i, xl, yl;
-
- the_chest = get_archetype ("chest"); /* was "chest_2" */
+ object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
/* first, find a place to put the chest. */
- i = find_first_free_spot (the_chest, map, x, y);
+ int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
if (i == -1)
{
the_chest->destroy ();
return NULL;
}
- xl = x + freearr_x[i];
- yl = y + freearr_y[i];
+ int xl = x + freearr_x[i];
+ int yl = y + freearr_y[i];
/* if the placement is blocked, return a fail. */
if (wall_blocked (map, xl, yl))
@@ -252,9 +361,9 @@
if (tlist != NULL)
for (ti = 0; ti < n_treasures; ti++)
{ /* use the treasure list */
- object *new_treasure = pick_random_object (style_map);
+ object *new_treasure = style_map->pick_random_object (rmg_rndm);
- insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
+ insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
}
else
{ /* use the style map */
@@ -263,7 +372,7 @@
}
#endif
{ /* neither style_map no treasure list given */
- treasurelist *tlist = find_treasurelist ("chest");
+ treasurelist *tlist = treasurelist::find ("chest");
the_chest->randomitems = tlist;
the_chest->stats.hp = n_treasures;
@@ -272,20 +381,19 @@
/* stick a trap in the chest if required */
if (treasureoptions & TRAPPED)
{
- maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
- object *the_trap;
+ maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
if (trap_map)
{
- the_trap = pick_random_object (trap_map);
+ object *the_trap = trap_map->pick_random_object (rmg_rndm);
+
the_trap->stats.Cha = 10 + RP->difficulty;
- the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
+ the_trap->level = bc_random ((3 * RP->difficulty) / 2);
+
if (the_trap)
{
- object *new_trap;
+ object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
- new_trap = arch_to_object (the_trap->arch);
- new_trap->copy_to (the_trap);
new_trap->x = x;
new_trap->y = y;
insert_ob_in_ob (new_trap, the_chest);
@@ -296,14 +404,10 @@
/* set the chest lock code, and call the keyplacer routine with
the lockcode. It's not worth bothering to lock the chest if
there's only 1 treasure.... */
-
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
{
- char keybuf[1024];
-
- sprintf (keybuf, "%d", (int) RANDOM ());
- the_chest->slaying = keybuf;
- keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
+ the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
+ keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
}
/* actually place the chest. */
@@ -313,11 +417,9 @@
return the_chest;
}
-
-/* finds the closest monster and returns him, regardless of doors
- or walls */
-object *
-find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
+/* finds the closest monster and returns him, regardless of doors or walls */
+static object *
+find_closest_monster (maptile *map, int x, int y)
{
int i;
@@ -328,136 +430,30 @@
lx = x + freearr_x[i];
ly = y + freearr_y[i];
/* boundscheck */
- if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
+ if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
/* don't bother searching this square unless the map says life exists. */
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
{
object *the_monster = GET_MAP_OB (map, lx, ly);
- for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
- if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
+ for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
+ ;
+
+ if (the_monster && the_monster->flag [FLAG_MONSTER])
return the_monster;
}
}
return NULL;
}
-
-
-/* places keys in the map, preferably in something alive.
- keycode is the key's code,
- door_flag is either PASS_DOORS or NO_PASS_DOORS.
- NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
- if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
- it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
-
- The idea is that you call keyplace on x,y where a door is, and it'll make
- sure a key is placed on both sides of the door.
-*/
-int
-keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
-{
- int i, j;
- int kx = 0, ky = 0;
- object *the_keymaster; /* the monster that gets the key. */
- object *the_key;
-
- /* get a key and set its keycode */
- the_key = get_archetype ("key2");
- the_key->slaying = keycode;
-
- if (door_flag == PASS_DOORS)
- {
- int tries = 0;
-
- the_keymaster = 0;
- while (tries < 15 && !the_keymaster)
- {
- i = (RANDOM () % (RP->Xsize - 2)) + 1;
- j = (RANDOM () % (RP->Ysize - 2)) + 1;
- tries++;
- the_keymaster = find_closest_monster (map, i, j, RP);
- }
-
- /* if we don't find a good keymaster, drop the key on the ground. */
- if (!the_keymaster)
- {
- int freeindex;
-
- freeindex = -1;
- for (tries = 0; tries < 15 && freeindex == -1; tries++)
- {
- kx = (RANDOM () % (RP->Xsize - 2)) + 1;
- ky = (RANDOM () % (RP->Ysize - 2)) + 1;
- freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
- }
-
- // can freeindex ever be < 0?
- if (freeindex >= 0)
- {
- kx += freearr_x [freeindex];
- ky += freearr_y [freeindex];
- }
- }
- }
- else
- { /* NO_PASS_DOORS --we have to work harder. */
- /* don't try to keyplace if we're sitting on a blocked square and
- NO_PASS_DOORS is set. */
- if (n_keys == 1)
- {
- if (wall_blocked (map, x, y))
- return 0;
-
- the_keymaster = find_monster_in_room (map, x, y, RP);
- if (!the_keymaster) /* if fail, find a spot to drop the key. */
- find_spot_in_room (map, x, y, &kx, &ky, RP);
- }
- else
- {
- int sum = 0; /* count how many keys we actually place */
-
- /* I'm lazy, so just try to place in all 4 directions. */
- sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
- sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
- sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
- sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
-
- if (sum < 2) /* we might have made a disconnected map-place more keys. */
- { /* diagonally this time. */
- keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
- keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
- keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
- keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
- }
-
- return 1;
- }
- }
-
- if (!the_keymaster)
- {
- the_key->x = kx;
- the_key->y = ky;
- insert_ob_in_map (the_key, map, NULL, 0);
- return 1;
- }
-
- insert_ob_in_ob (the_key, the_keymaster);
- return 1;
-}
-
-
-
/* both find_monster_in_room routines need to have access to this. */
-object *theMonsterToFind;
+static object *theMonsterToFind;
/* a recursive routine which will return a monster, eventually,if there is one.
- it does a check-off on the layout, converting 0's to 1's */
-
-object *
-find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
+ it does a check-off on the maze, converting 0's to 1's */
+static object *
+find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
{
int i, j;
@@ -466,23 +462,23 @@
return theMonsterToFind;
/* bounds check x and y */
- if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
+ if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
return theMonsterToFind;
/* if the square is blocked or searched already, leave */
- if (layout[x][y] != 0)
+ if (maze[x][y] != 0)
return theMonsterToFind; /* might be NULL, that's fine. */
/* check the current square for a monster. If there is one,
set theMonsterToFind and return it. */
- layout[x][y] = 1;
+ maze[x][y] = 1;
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
{
object *the_monster = GET_MAP_OB (map, x, y);
/* check off this point */
- for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
- if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
+ for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
+ if (the_monster && the_monster->flag [FLAG_ALIVE])
{
theMonsterToFind = the_monster;
return theMonsterToFind;
@@ -490,130 +486,90 @@
}
/* now search all the 8 squares around recursively for a monster,in random order */
- for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
+ for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
{
- theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
- if (theMonsterToFind != NULL)
+ theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
+ if (theMonsterToFind)
return theMonsterToFind;
}
+
return theMonsterToFind;
}
-
/* sets up some data structures: the _recursive form does the
real work. */
-
-object *
-find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
+static object *
+find_monster_in_room (maptile *map, int x, int y)
{
- char **layout2;
- int i, j;
+ layout layout2 (map->width, map->height);
- theMonsterToFind = 0;
- layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
- /* allocate and copy the layout, converting C to 0. */
- for (i = 0; i < RP->Xsize; i++)
- {
- layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
- for (j = 0; j < RP->Ysize; j++)
- {
- if (wall_blocked (map, i, j))
- layout2[i][j] = '#';
- }
- }
- theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
+ // find walls
+ for (int i = 0; i < layout2.w; i++)
+ for (int j = 0; j < layout2.h; j++)
+ layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
- /* deallocate the temp. layout */
- for (i = 0; i < RP->Xsize; i++)
- {
- free (layout2[i]);
- }
- free (layout2);
+ theMonsterToFind = 0;
+ theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
return theMonsterToFind;
}
-/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
-int *room_free_spots_x;
-int *room_free_spots_y;
-int number_of_free_spots_in_room;
-
/* the workhorse routine, which finds the free spots in a room:
a datastructure of free points is set up, and a position chosen from
that datastructure. */
-void
-find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
+static void
+find_spot_in_room_recursive (layout &maze, fixed_stack &spots, int x, int y)
{
- int i, j;
-
/* bounds check x and y */
- if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
+ if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
return;
/* if the square is blocked or searched already, leave */
- if (layout[x][y] != 0)
+ if (maze[x][y] != 0)
return;
/* set the current square as checked, and add it to the list.
set theMonsterToFind and return it. */
/* check off this point */
- layout[x][y] = 1;
- room_free_spots_x[number_of_free_spots_in_room] = x;
- room_free_spots_y[number_of_free_spots_in_room] = y;
- number_of_free_spots_in_room++;
+ maze[x][y] = 1;
+ spots.push (point (x, y));
/* now search all the 8 squares around recursively for free spots,in random order */
- for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
- find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
+ for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
+ find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
}
/* find a random non-blocked spot in this room to drop a key. */
-void
-find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
+static void
+find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
{
- char **layout2;
- int i, j;
+ fixed_stack spots (map->width * map->height);
- number_of_free_spots_in_room = 0;
- room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
- room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
-
- layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
- /* allocate and copy the layout, converting C to 0. */
- for (i = 0; i < RP->Xsize; i++)
- {
- layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
- for (j = 0; j < RP->Ysize; j++)
- if (wall_blocked (map, i, j))
- layout2[i][j] = '#';
- }
+ layout layout2 (map->width, map->height);
+
+ /* allocate and copy the maze, converting C to 0. */
+ for (int i = 0; i < map->width; i++)
+ for (int j = 0; j < map->height; j++)
+ layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
/* setup num_free_spots and room_free_spots */
- find_spot_in_room_recursive (layout2, x, y, RP);
+ find_spot_in_room_recursive (layout2, spots, x, y);
- if (number_of_free_spots_in_room > 0)
+ if (spots.size)
{
- i = RANDOM () % number_of_free_spots_in_room;
- *kx = room_free_spots_x[i];
- *ky = room_free_spots_y[i];
- }
-
- /* deallocate the temp. layout */
- for (i = 0; i < RP->Xsize; i++)
- free (layout2[i]);
+ point p = spots [rmg_rndm (spots.size)];
- free (layout2);
- free (room_free_spots_x);
- free (room_free_spots_y);
+ *kx = p.x;
+ *ky = p.y;
+ }
}
-
/* searches the map for a spot with walls around it. The more
walls the better, but it'll settle for 1 wall, or even 0, but
it'll return 0 if no FREE spots are found.*/
-void
-find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
+static void
+find_enclosed_spot (maptile *map, int *cx, int *cy)
{
int x, y;
int i;
@@ -627,7 +583,7 @@
lx = x + freearr_x[i];
ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ sindex = surround_flag3 (map, lx, ly);
/* if it's blocked on 3 sides, it's enclosed */
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
{
@@ -645,7 +601,7 @@
lx = x + freearr_x[i];
ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ sindex = surround_flag3 (map, lx, ly);
/* if it's blocked on 3 sides, it's enclosed */
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
{
@@ -662,7 +618,7 @@
lx = x + freearr_x[i];
ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ sindex = surround_flag3 (map, lx, ly);
/* if it's blocked on 3 sides, it's enclosed */
if (sindex)
{
@@ -672,7 +628,7 @@
}
}
/* give up and return the closest free spot. */
- i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
+ i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
if (i != -1)
{
@@ -687,35 +643,28 @@
}
}
-
-void
+static void
remove_monsters (int x, int y, maptile *map)
{
- object *tmp;
+ for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
+ {
+ object *next = tmp->above;
- for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
- if (QUERY_FLAG (tmp, FLAG_ALIVE))
- {
- if (tmp->head)
- tmp = tmp->head;
- tmp->remove ();
- tmp->destroy ();
- tmp = GET_MAP_OB (map, x, y);
- if (tmp == NULL)
- break;
- };
-}
+ if (tmp->flag [FLAG_ALIVE])
+ tmp->head_ ()->destroy ();
+ tmp = next;
+ }
+}
/* surrounds the point x,y by doors, so as to enclose something, like
a chest. It only goes as far as the 8 squares surrounding, and
it'll remove any monsters it finds.*/
-
-object **
-surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
+static object **
+surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
{
int i;
- char *doors[2];
+ const char *doors[2];
object **doorlist;
int ndoors_made = 0;
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
@@ -737,58 +686,55 @@
{
int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
- if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
+ if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
{ /* place a door */
- object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
+ remove_monsters (x1, y1, map);
- new_door->x = x + freearr_x[i];
- new_door->y = y + freearr_y[i];
- remove_monsters (new_door->x, new_door->y, map);
- insert_ob_in_map (new_door, map, NULL, 0);
+ object *new_door = archetype::get (freearr_x[i] == 0 ? doors[1] : doors[0]);
+ map->insert (new_door, x1, y1);
doorlist[ndoors_made] = new_door;
ndoors_made++;
}
}
+
return doorlist;
}
-
/* returns the first door in this square, or NULL if there isn't a door. */
-object *
+static object *
door_in_square (maptile *map, int x, int y)
{
- object *tmp;
-
- for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
+ for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
return tmp;
+
return NULL;
}
-
/* the workhorse routine, which finds the doors in a room */
-void
-find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
+static void
+find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
{
int i, j;
object *door;
/* bounds check x and y */
- if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
+ if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
return;
/* if the square is blocked or searched already, leave */
- if (layout[x][y] == 1)
+ if (maze[x][y] == 1)
return;
/* check off this point */
- if (layout[x][y] == '#')
+ if (maze[x][y] == '#')
{ /* there could be a door here */
- layout[x][y] = 1;
+ maze[x][y] = 1;
door = door_in_square (map, x, y);
if (door)
{
doorlist[*ndoors] = door;
+
if (*ndoors > 1022) /* eek! out of memory */
{
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
@@ -800,53 +746,42 @@
}
else
{
- layout[x][y] = 1;
+ maze[x][y] = 1;
+
/* now search all the 8 squares around recursively for free spots,in random order */
- for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
- find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
+ for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
+ find_doors_in_room_recursive (maze, map,
+ x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
+ doorlist, ndoors);
}
}
/* find a random non-blocked spot in this room to drop a key. */
-object **
-find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
+static object **
+find_doors_in_room (maptile *map, int x, int y)
{
- char **layout2;
- object **doorlist;
int i, j;
int ndoors = 0;
- doorlist = (object **) calloc (sizeof (int), 1024);
+ object **doorlist = (object **)calloc (sizeof (int), 1024);
- layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
- /* allocate and copy the layout, converting C to 0. */
- for (i = 0; i < RP->Xsize; i++)
- {
- layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
- for (j = 0; j < RP->Ysize; j++)
- {
- if (wall_blocked (map, i, j))
- layout2[i][j] = '#';
- }
- }
+ layout layout2 (map->width, map->height);
+ layout2.clear ();
- /* setup num_free_spots and room_free_spots */
- find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
+ /* allocate and copy the maze, converting C to 0. */
+ for (i = 0; i < map->width; i++)
+ for (j = 0; j < map->height; j++)
+ layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
- /* deallocate the temp. layout */
- for (i = 0; i < RP->Xsize; i++)
- free (layout2[i]);
+ /* setup num_free_spots and room_free_spots */
+ find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
- free (layout2);
return doorlist;
}
-
-
/* locks and/or hides all the doors in doorlist, or does nothing if
opts doesn't say to lock/hide doors. */
-
-void
+static void
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
{
object *door;
@@ -856,22 +791,19 @@
if (opts & DOORED)
{
- for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
+ for (i = 0, door = doorlist[0]; doorlist[i]; i++)
{
- object *new_door = get_archetype ("locked_door1");
- char keybuf[1024];
+ object *new_door = archetype::get (shstr_locked_door1);
door = doorlist[i];
new_door->face = door->face;
new_door->x = door->x;
new_door->y = door->y;
- door->remove ();
door->destroy ();
doorlist[i] = new_door;
insert_ob_in_map (new_door, map, NULL, 0);
- sprintf (keybuf, "%d", (int) RANDOM ());
- new_door->slaying = keybuf;
- keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
+ new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
+ keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
}
}
@@ -890,9 +822,9 @@
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
+
door->face = wallface->face;
- if (!QUERY_FLAG (wallface, FLAG_REMOVED))
- wallface->remove ();
+
wallface->destroy ();
}
}