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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.12 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.65 by root, Sun Jan 29 02:47:05 2017 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
28
29#include <global.h> 27#include <global.h>
30#include <random_map.h> 28#include <rmg.h>
31#include <rproto.h> 29#include <rproto.h>
32 30
33/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
34 32
35#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
43#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
44 42
45#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 44#define PASS_DOORS 1
47 45
46static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
49static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
50static object **find_doors_in_room (maptile *map, int x, int y);
51static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
54
55/* a macro to get a strongly centered random distribution,
56 from 0 to x, centered at x/2 */
57static int
58bc_random (int x)
59{
60 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
61}
62
63static object *
64gen_key (const shstr &keycode)
65{
66 /* get a key and set its keycode */
67 object *key = archetype::get (shstr_key_random_map);
68 key->slaying = keycode;
69 return key;
70}
71
72/* places keys in the map, preferably in something alive.
73 keycode is the key's code,
74 door_flag is either PASS_DOORS or NO_PASS_DOORS.
75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
76 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
78
79 The idea is that you call keyplace on x,y where a door is, and it'll make
80 sure a key is placed on both sides of the door.
81*/
82static int
83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
84{
85 int i, j;
86 int kx = 0, ky = 0;
87 object *the_keymaster; /* the monster that gets the key. */
88 object *the_key = gen_key (keycode);
89
90 if (door_flag == PASS_DOORS)
91 {
92 int tries = 0;
93
94 the_keymaster = 0;
95 while (tries < 15 && !the_keymaster)
96 {
97 i = rmg_rndm (map->width - 2) + 1;
98 j = rmg_rndm (map->height - 2) + 1;
99 tries++;
100 the_keymaster = find_closest_monster (map, i, j);
101 }
102
103 /* if we don't find a good keymaster, drop the key on the ground. */
104 if (!the_keymaster)
105 {
106 int freeindex;
107
108 freeindex = -1;
109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
110 {
111 kx = rmg_rndm (map->width - 2) + 1;
112 ky = rmg_rndm (map->height - 2) + 1;
113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
114 }
115
116 // can freeindex ever be < 0?
117 if (freeindex >= 0)
118 {
119 kx += freearr_x [freeindex];
120 ky += freearr_y [freeindex];
121 }
122 }
123 }
124 else
125 { /* NO_PASS_DOORS --we have to work harder. */
126 /* don't try to keyplace if we're sitting on a blocked square and
127 NO_PASS_DOORS is set. */
128 if (n_keys == 1)
129 {
130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
133 return 0;
134 }
135
136 the_keymaster = find_monster_in_room (map, x, y);
137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
138 find_spot_in_room (map, x, y, &kx, &ky);
139 }
140 else
141 {
142 int sum = 0; /* count how many keys we actually place */
143
144 /* I'm lazy, so just try to place in all 4 directions. */
145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
149
150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
151 { /* diagonally this time. */
152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
156 }
157
158 the_key->destroy ();
159 return 1;
160 }
161 }
162
163 if (the_keymaster)
164 the_keymaster->head_ ()->insert (the_key);
165 else
166 {
167 the_key->x = kx;
168 the_key->y = ky;
169 insert_ob_in_map (the_key, map, NULL, 0);
170 }
171
172 return 1;
173}
48 174
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 175/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 176 * and doors but not monsters.
51 * This function is not map tile aware. 177 * This function is not map tile aware.
52 */ 178 */
53
54int 179int
55wall_blocked (maptile *m, int x, int y) 180wall_blocked (maptile *m, int x, int y)
56{ 181{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 182 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 183 return 1;
184
185 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 187}
64 188
65/* place treasures in the map, given the 189/* place treasures in the map, given the
66map, (required) 190map, (required)
67layout, (required) 191maze, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 192treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
70*/ 194*/
71
72void 195void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 197{
75 char styledirname[256];
76 char stylefilepath[256];
77 maptile *style_map = 0;
78 int num_treasures; 198 int num_treasures;
79 199
80 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 201 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
83 return; 203 return;
204
84 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 207
87 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 210 {
90 if (RANDOM () % 2) 211 if (rmg_rndm (2))
91 treasureoptions -= 1; 212 treasureoptions -= 1;
92 else 213 else
93 treasureoptions -= 2; 214 treasureoptions -= 2;
94 } 215 }
95 216
96 /* pick the number of treasures */ 217 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 219 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 220 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 221 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 222 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 223 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 224
104 if (num_treasures <= 0) 225 if (num_treasures <= 0)
105 return; 226 return;
106 227
107 /* get the style map */ 228 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 230
110 style_map = find_style (styledirname, treasure_style, -1); 231 if (!style_map)
232 {
233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
234 return;
235 }
111 236
112 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
114 { 239 {
115
116 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
118 { 242 {
119 case LAYOUT_ONION: 243 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
125 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
126 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
127 { 251 {
128 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
129 { 253 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
131 { 255 {
132 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 257 object *chest;
135 258
136 if (tdiv == 3) 259 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
138 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 263 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
264
140 if (!chest) 265 if (!chest)
141 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
142 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
143 { 269 {
144 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 272 free (doorlist);
147 } 273 }
148 } 274 }
149 } 275 }
150 } 276 }
151 break; 277 break;
152 } 278 }
279
153 default: 280 default:
154 { 281 {
155 int i, j, tries; 282 int i, j, tries;
156 object *chest; 283 object *chest;
157 object **doorlist; 284 object **doorlist;
158 285
159 i = j = -1; 286 i = j = -1;
160 tries = 0; 287 tries = 0;
161 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
162 { 289 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
165 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
166 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
167 i = -1; 296 i = -1;
297
168 tries++; 298 tries++;
169 } 299 }
300
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
171 if (!chest) 303 if (!chest)
172 return; 304 return;
305
173 i = chest->x; 306 i = chest->x;
174 j = chest->y; 307 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
176 { 309 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
178 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
179 free (doorlist); 312 free (doorlist);
180 } 313 }
181 } 314 }
182 } 315 }
183 } 316 }
184 else 317 else
185 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
186 int ti, i, j; 319 int ti, i, j;
187 320
188 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
189 { 322 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 326 }
194 } 327 }
195} 328}
196 329
197/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
198 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
199 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
200 333static object *
201object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 335{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 337
209 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 340 if (i == -1)
212 { 341 {
213 the_chest->destroy (); 342 the_chest->destroy ();
214 return NULL; 343 return NULL;
215 } 344 }
345
216 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
218 348
219 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
221 return 0; 351 return 0;
222 352
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 360
231 if (tlist != NULL) 361 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 363 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
235 365
236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
237 } 367 }
238 else 368 else
239 { /* use the style map */ 369 { /* use the style map */
240 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
242 } 372 }
243#endif 373#endif
244 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
246 376
247 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
249 } 379 }
250 380
251 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
253 { 383 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
255 object *the_trap;
256 385
257 if (trap_map) 386 if (trap_map)
258 { 387 {
259 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
260 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
262 if (the_trap) 393 if (the_trap)
263 { 394 {
264 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
265 396
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x; 397 new_trap->x = x;
269 new_trap->y = y; 398 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
271 } 400 }
272 } 401 }
273 } 402 }
274 403
275 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
276 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
277 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 408 {
281 char keybuf[256]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
282
283 sprintf (keybuf, "%d", (int) RANDOM ());
284 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
286 } 411 }
287 412
288 /* actually place the chest. */ 413 /* actually place the chest. */
289 the_chest->x = xl; 414 the_chest->x = xl;
290 the_chest->y = yl; 415 the_chest->y = yl;
291 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
292 return the_chest; 417 return the_chest;
293} 418}
294 419
295
296/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
297 or walls */ 421static object *
298object *
299find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
300{ 423{
301 int i; 424 int i;
302 425
303 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
304 { 427 {
305 int lx, ly; 428 int lx, ly;
306 429
307 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
308 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
309 /* boundscheck */ 432 /* boundscheck */
310 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
311 /* 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. */
312 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
313 { 436 {
314 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
315 438
316 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
317 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
318 return the_monster; 443 return the_monster;
319 } 444 }
320 } 445 }
321 return NULL; 446 return NULL;
322} 447}
323 448
324
325
326/* places keys in the map, preferably in something alive.
327 keycode is the key's code,
328 door_flag is either PASS_DOORS or NO_PASS_DOORS.
329 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
330 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332
333 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door.
335*/
336
337int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{
340 int i, j;
341 int kx, ky;
342 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key;
344
345 /* get a key and set its keycode */
346 the_key = get_archetype ("key2");
347 the_key->slaying = keycode;
348
349 if (door_flag == PASS_DOORS)
350 {
351 int tries = 0;
352
353 the_keymaster = NULL;
354 while (tries < 15 && the_keymaster == NULL)
355 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP);
360 }
361 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL)
363 {
364 int freeindex;
365
366 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky);
372 }
373 if (freeindex != -1)
374 {
375 kx += freearr_x[freeindex];
376 ky += freearr_y[freeindex];
377 }
378 }
379 }
380 else
381 { /* NO_PASS_DOORS --we have to work harder. */
382 /* don't try to keyplace if we're sitting on a blocked square and
383 NO_PASS_DOORS is set. */
384 if (n_keys == 1)
385 {
386 if (wall_blocked (map, x, y))
387 return 0;
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 }
408 return 1;
409 }
410 }
411
412 if (the_keymaster == NULL)
413 {
414 the_key->x = kx;
415 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1;
418 }
419
420 insert_ob_in_ob (the_key, the_keymaster);
421 return 1;
422}
423
424
425
426/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
427 450
428object *theMonsterToFind; 451static object *theMonsterToFind;
429 452
430/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
431 it does a check-off on the layout, converting 0's to 1's */ 454 it does a check-off on the maze, converting 0's to 1's */
432 455static object *
433object *
434find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
435{ 457{
436 int i, j; 458 int i, j;
437 459
438 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
439 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
440 return theMonsterToFind; 462 return theMonsterToFind;
441 463
442 /* bounds check x and y */ 464 /* bounds check x and y */
443 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
444 return theMonsterToFind; 466 return theMonsterToFind;
445 467
446 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
447 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
448 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
449 471
450 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
451 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
452 layout[x][y] = 1; 474 maze[x][y] = 1;
453 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
454 { 476 {
455 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
456 478
457 /* check off this point */ 479 /* check off this point */
458 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 480 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
459 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
460 { 482 {
461 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
462 return theMonsterToFind; 484 return theMonsterToFind;
463 } 485 }
464 } 486 }
465 487
466 /* now search all the 8 squares around recursively for a monster,in random order */ 488 /* now search all the 8 squares around recursively for a monster,in random order */
467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
468 { 490 {
469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 491 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
470 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
471 return theMonsterToFind; 493 return theMonsterToFind;
472 } 494 }
495
473 return theMonsterToFind; 496 return theMonsterToFind;
474} 497}
475
476 498
477/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
478 real work. */ 500 real work. */
479 501static object *
480object *
481find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
482{ 503{
483 char **layout2; 504 layout layout2 (map->width, map->height);
484 int i, j; 505
506 // find walls
507 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2.h; j++)
509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
485 510
486 theMonsterToFind = 0; 511 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
499
500 /* deallocate the temp. layout */
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506 513
507 return theMonsterToFind; 514 return theMonsterToFind;
508} 515}
509
510
511
512
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x;
515int *room_free_spots_y;
516int number_of_free_spots_in_room;
517 516
518/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
519a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
520that datastructure. */ 519that datastructure. */
521 520static void
522void 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 522{
525 int i, j;
526
527 /* bounds check x and y */ 523 /* bounds check x and y */
528 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
529 return; 525 return;
530 526
531 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
532 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
533 return; 529 return;
534 530
535 /* set the current square as checked, and add it to the list. 531 /* set the current square as checked, and add it to the list.
536 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
537 /* check off this point */ 533 /* check off this point */
538 layout[x][y] = 1; 534 maze[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
540 room_free_spots_y[number_of_free_spots_in_room] = y; 536
541 number_of_free_spots_in_room++;
542 /* now search all the 8 squares around recursively for free spots,in random order */ 537 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 539 find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
546 }
547 540
548} 541}
549 542
550/* find a random non-blocked spot in this room to drop a key. */ 543/* find a random non-blocked spot in this room to drop a key. */
551void 544static void
552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
553{ 546{
554 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
555 int i, j;
556 548
557 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560 550
561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
562 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
564 { 553 for (int j = 0; j < map->height; j++)
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
566 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#';
570 }
571 }
572 555
573 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
575 558
576 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
577 {
578 i = RANDOM () % number_of_free_spots_in_room;
579 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i];
581 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
582 562
583 /* deallocate the temp. layout */ 563 *kx = p.x;
584 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
585 { 565 }
586 free (layout2[i]);
587 }
588 free (layout2);
589 free (room_free_spots_x);
590 free (room_free_spots_y);
591} 566}
592
593 567
594/* searches the map for a spot with walls around it. The more 568/* 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 569 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.*/ 570 it'll return 0 if no FREE spots are found.*/
597 571static void
598void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
600{ 573{
601 int x, y; 574 int x, y;
602 int i; 575 int i;
603 576
604 x = *cx; 577 x = *cx;
608 { 581 {
609 int lx, ly, sindex; 582 int lx, ly, sindex;
610 583
611 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
612 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
613 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
614 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
615 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
616 { 589 {
617 *cx = lx; 590 *cx = lx;
618 *cy = ly; 591 *cy = ly;
626 { 599 {
627 int lx, ly, sindex; 600 int lx, ly, sindex;
628 601
629 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
630 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
631 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
632 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
633 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 606 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
634 { 607 {
635 *cx = lx; 608 *cx = lx;
636 *cy = ly; 609 *cy = ly;
643 { 616 {
644 int lx, ly, sindex; 617 int lx, ly, sindex;
645 618
646 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
647 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
648 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
649 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
650 if (sindex) 623 if (sindex)
651 { 624 {
652 *cx = lx; 625 *cx = lx;
653 *cy = ly; 626 *cy = ly;
654 return; 627 return;
655 } 628 }
656 } 629 }
657 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 632
633 if (i != -1)
660 { 634 {
661 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
663 return; 637 }
638 else
664 } 639 {
665 /* indicate failure */ 640 /* indicate failure */
641 *cx = -1;
666 *cx = *cy = -1; 642 *cy = -1;
643 }
667} 644}
668 645
669 646static void
670void
671remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
672{ 648{
673 object *tmp; 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
674
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 650 {
678 if (tmp->head) 651 object *next = tmp->above;
679 tmp = tmp->head; 652
680 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
681 tmp->destroy (); 654 tmp->head_ ()->destroy ();
682 tmp = GET_MAP_OB (map, x, y); 655
683 if (tmp == NULL) 656 tmp = next;
684 break;
685 }; 657 }
686} 658}
687
688 659
689/* surrounds the point x,y by doors, so as to enclose something, like 660/* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and 661 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
692 663static object **
693object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
695{ 665{
696 int i; 666 int i;
697 char *doors[2]; 667 const char *doors[2];
698 object **doorlist; 668 object **doorlist;
699 int ndoors_made = 0; 669 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 670 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 671
702 /* this is a list we pick from, for horizontal and vertical doors */ 672 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
716 { 686 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 688
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
720 { /* place a door */ 690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 693 object *new_door = archetype::get (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 694 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 696 ndoors_made++;
729 } 697 }
730 } 698 }
699
731 return doorlist; 700 return doorlist;
732} 701}
733 702
734
735/* returns the first door in this square, or NULL if there isn't a door. */ 703/* returns the first door in this square, or NULL if there isn't a door. */
736object * 704static object *
737door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
738{ 706{
739 object *tmp;
740
741 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 707 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 709 return tmp;
710
744 return NULL; 711 return NULL;
745} 712}
746 713
747
748/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
749void 715static void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
751{ 717{
752 int i, j; 718 int i, j;
753 object *door; 719 object *door;
754 720
755 /* bounds check x and y */ 721 /* bounds check x and y */
756 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
757 return; 723 return;
758 724
759 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
760 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
761 return; 727 return;
762 728
763 /* check off this point */ 729 /* check off this point */
764 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
765 { /* there could be a door here */ 731 { /* there could be a door here */
766 layout[x][y] = 1; 732 maze[x][y] = 1;
767 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
768 if (door != NULL) 734 if (door)
769 { 735 {
770 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
771 if (*ndoors > 254) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
772 { 739 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 740 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 741 return;
775 } 742 }
743
776 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
777 } 745 }
778 } 746 }
779 else 747 else
780 { 748 {
781 layout[x][y] = 1; 749 maze[x][y] = 1;
750
782 /* now search all the 8 squares around recursively for free spots,in random order */ 751 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 { 753 find_doors_in_room_recursive (maze, map,
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
786 } 755 doorlist, ndoors);
787 } 756 }
788} 757}
789 758
790/* find a random non-blocked spot in this room to drop a key. */ 759/* find a random non-blocked spot in this room to drop a key. */
791object ** 760static object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
793{ 762{
794 char **layout2;
795 object **doorlist;
796 int i, j; 763 int i, j;
797 int ndoors = 0; 764 int ndoors = 0;
798 765
799 doorlist = (object **) calloc (sizeof (int), 256); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 767
768 layout layout2 (map->width, map->height);
769 layout2.clear ();
801 770
802 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
803 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
805 {
806 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
807 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
808 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
809 if (wall_blocked (map, i, j))
810 layout2[i][j] = '#';
811 }
812 }
813 775
814 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
815 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
816 778
817 /* deallocate the temp. layout */
818 for (i = 0; i < RP->Xsize; i++)
819 {
820 free (layout2[i]);
821 }
822 free (layout2);
823 return doorlist; 779 return doorlist;
824} 780}
825
826
827 781
828/* locks and/or hides all the doors in doorlist, or does nothing if 782/* locks and/or hides all the doors in doorlist, or does nothing if
829 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
830 784static void
831void
832lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
833{ 786{
834 object *door; 787 object *door;
835 int i; 788 int i;
836 789
837 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
838 791
839 if (opts & DOORED) 792 if (opts & DOORED)
840 { 793 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
842 { 795 {
843 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
844 char keybuf[256];
845 797
846 door = doorlist[i]; 798 door = doorlist[i];
847 new_door->face = door->face; 799 new_door->face = door->face;
848 new_door->x = door->x; 800 new_door->x = door->x;
849 new_door->y = door->y; 801 new_door->y = door->y;
850 door->remove ();
851 door->destroy (); 802 door->destroy ();
852 doorlist[i] = new_door; 803 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
855 new_door->slaying = keybuf;
856 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
857 } 807 }
858 } 808 }
859 809
860 /* change the faces of the doors and surrounding walls to hide them. */ 810 /* change the faces of the doors and surrounding walls to hide them. */
861 if (opts & HIDDEN) 811 if (opts & HIDDEN)
870 { 820 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
875 door->face = wallface->face; 826 door->face = wallface->face;
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
877 wallface->remove ();
878 wallface->destroy (); 828 wallface->destroy ();
879 } 829 }
880 } 830 }
881 } 831 }
882} 832}

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