--- deliantra/server/random_maps/treasure.C 2008/09/29 09:04:51 1.43
+++ deliantra/server/random_maps/treasure.C 2018/11/17 23:40:02 1.67
@@ -1,30 +1,32 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
- *
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
- *
- * Deliantra 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 3 of the License, or
- * (at your option) any later version.
- *
+ *
+ * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
+ *
+ * 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
* 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, see .
- *
+ *
+ * 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 to
*/
/* placing treasure in maps, where appropriate. */
#include
-#include
+#include
#include
/* some defines for various options which can be set. */
@@ -42,6 +44,15 @@
#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
@@ -59,7 +70,7 @@
return key;
}
-/* places keys in the map, preferably in something alive.
+/* 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.
@@ -70,7 +81,7 @@
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, random_map_params *RP)
+keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
{
int i, j;
int kx = 0, ky = 0;
@@ -84,10 +95,10 @@
the_keymaster = 0;
while (tries < 15 && !the_keymaster)
{
- i = rmg_rndm (RP->Xsize - 2) + 1;
- j = rmg_rndm (RP->Ysize - 2) + 1;
+ i = rmg_rndm (map->width - 2) + 1;
+ j = rmg_rndm (map->height - 2) + 1;
tries++;
- the_keymaster = find_closest_monster (map, i, j, RP);
+ the_keymaster = find_closest_monster (map, i, j);
}
/* if we don't find a good keymaster, drop the key on the ground. */
@@ -98,16 +109,16 @@
freeindex = -1;
for (tries = 0; tries < 15 && freeindex == -1; tries++)
{
- kx = rmg_rndm (RP->Xsize - 2) + 1;
- ky = rmg_rndm (RP->Ysize - 2) + 1;
- freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
+ 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];
+ kx += DIRX (freeindex);
+ ky += DIRY (freeindex);
}
}
}
@@ -119,33 +130,33 @@
{
if (wall_blocked (map, x, y))
{
- the_key->destroy (true);
+ the_key->destroy ();
return 0;
}
- the_keymaster = find_monster_in_room (map, x, y, RP);
+ 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, RP);
+ 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, 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);
+ 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, 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);
+ 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 (true);
+ the_key->destroy ();
return 1;
}
}
@@ -176,18 +187,15 @@
return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
}
-/* place treasures in the map, given the
+/* 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. */
@@ -219,13 +227,11 @@
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", styledirname, treasure_style);
+ LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
return;
}
@@ -246,7 +252,7 @@
{
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 *chest;
@@ -262,7 +268,7 @@
if (treasureoptions & (DOORED | HIDDEN))
{
- object **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);
}
@@ -284,7 +290,8 @@
{
i = rmg_rndm (RP->Xsize - 2) + 1;
j = rmg_rndm (RP->Ysize - 2) + 1;
- find_enclosed_spot (map, &i, &j, RP);
+
+ find_enclosed_spot (map, &i, &j);
if (wall_blocked (map, i, j))
i = -1;
@@ -301,7 +308,7 @@
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);
}
@@ -309,7 +316,7 @@
}
}
else
- { /* DIFFUSE treasure layout */
+ { /* DIFFUSE treasure maze */
int ti, i, j;
for (ti = 0; ti < num_treasures; ti++)
@@ -324,7 +331,7 @@
/* 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 = archetype::get (shstr_chest); /* was "chest_2" */
@@ -333,12 +340,12 @@
int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
if (i == -1)
{
- the_chest->destroy (true);
+ the_chest->destroy ();
return NULL;
}
- int xl = x + freearr_x[i];
- int yl = y + freearr_y[i];
+ int xl = x + DIRX (i);
+ int yl = y + DIRY (i);
/* if the placement is blocked, return a fail. */
if (wall_blocked (map, xl, yl))
@@ -357,7 +364,7 @@
{ /* use the treasure list */
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 */
@@ -375,7 +382,7 @@
/* stick a trap in the chest if required */
if (treasureoptions & TRAPPED)
{
- maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
+ maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
if (trap_map)
{
@@ -401,7 +408,7 @@
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
{
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, RP);
+ keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
}
/* actually place the chest. */
@@ -411,11 +418,9 @@
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;
@@ -423,17 +428,19 @@
{
int lx, ly;
- lx = x + freearr_x[i];
- ly = y + freearr_y[i];
+ lx = x + DIRX (i);
+ ly = y + DIRY (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;
}
}
@@ -442,13 +449,12 @@
/* 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;
@@ -457,23 +463,23 @@
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;
@@ -481,10 +487,10 @@
}
/* now search all the 8 squares around recursively for a monster,in random order */
- for (i = rmg_rndm (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 + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
+ if (theMonsterToFind)
return theMonsterToFind;
}
@@ -493,108 +499,78 @@
/* 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)
{
- Layout layout2 (RP);
+ layout layout2 (map->width, map->height);
- layout2->clear ();
-
- /* allocate and copy the layout, converting C to 0. */
- for (int i = 0; i < layout2->w; i++)
- for (int j = 0; j < layout2->h; j++)
- if (wall_blocked (map, i, j))
- layout2[i][j] = '#';
+ // 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;
theMonsterToFind = 0;
- theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
-
- layout2.free ();
+ 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 = rmg_rndm (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 + DIRX (i % 8 + 1), y + DIRY (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 = rmg_rndm (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;
@@ -606,9 +582,9 @@
{
int lx, ly, sindex;
- lx = x + freearr_x[i];
- ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ lx = x + DIRX (i);
+ ly = y + DIRY (i);
+ 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)
{
@@ -624,9 +600,9 @@
{
int lx, ly, sindex;
- lx = x + freearr_x[i];
- ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ lx = x + DIRX (i);
+ ly = y + DIRY (i);
+ 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)
{
@@ -641,9 +617,9 @@
{
int lx, ly, sindex;
- lx = x + freearr_x[i];
- ly = y + freearr_y[i];
- sindex = surround_flag3 (map, lx, ly, RP);
+ lx = x + DIRX (i);
+ ly = y + DIRY (i);
+ sindex = surround_flag3 (map, lx, ly);
/* if it's blocked on 3 sides, it's enclosed */
if (sindex)
{
@@ -653,12 +629,12 @@
}
}
/* give up and return the closest free spot. */
- i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
+ i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
if (i != -1)
{
- *cx = x + freearr_x[i];
- *cy = y + freearr_y[i];
+ *cx = x + DIRX (i);
+ *cy = y + DIRY (i);
}
else
{
@@ -668,7 +644,7 @@
}
}
-void
+static void
remove_monsters (int x, int y, maptile *map)
{
for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
@@ -676,7 +652,7 @@
object *next = tmp->above;
if (tmp->flag [FLAG_ALIVE])
- tmp->head_ ()->destroy (true);
+ tmp->head_ ()->destroy ();
tmp = next;
}
@@ -685,8 +661,8 @@
/* 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;
const char *doors[2];
@@ -709,13 +685,13 @@
/* place doors in all the 8 adjacent unblocked squares. */
for (i = 1; i < 9; i++)
{
- int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
+ int x1 = x + DIRX (i), y1 = y + DIRY (i);
- if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
+ if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
{ /* place a door */
remove_monsters (x1, y1, map);
- object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
+ object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
map->insert (new_door, x1, y1);
doorlist[ndoors_made] = new_door;
ndoors_made++;
@@ -725,38 +701,36 @@
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)
{
@@ -773,42 +747,42 @@
}
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 = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
- find_doors_in_room_recursive (layout, map,
- x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
- doorlist, ndoors, RP);
+ find_doors_in_room_recursive (maze, map,
+ x + DIRX (i % 8 + 1), y + DIRY (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)
{
int i, j;
int ndoors = 0;
object **doorlist = (object **)calloc (sizeof (int), 1024);
- LayoutData layout2 (RP->Xsize, RP->Ysize);
+ layout layout2 (map->width, map->height);
layout2.clear ();
- /* allocate and copy the layout, converting C to 0. */
- for (i = 0; i < RP->Xsize; i++)
- for (j = 0; j < RP->Ysize; j++)
+ /* 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;
/* setup num_free_spots and room_free_spots */
- find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
+ find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
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;
@@ -820,17 +794,17 @@
{
for (i = 0, door = doorlist[0]; doorlist[i]; i++)
{
- object *new_door = get_archetype (shstr_locked_door1);
+ 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->destroy (true);
+ door->destroy ();
doorlist[i] = new_door;
insert_ob_in_map (new_door, map, NULL, 0);
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, RP);
+ keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
}
}
@@ -852,7 +826,7 @@
door->face = wallface->face;
- wallface->destroy (true);
+ wallface->destroy ();
}
}
}