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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.58 by root, Sun Jul 4 22:12:26 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
8 7 *
9 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
10 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
11 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
12 (at your option) any later version. 11 * option) any later version.
13 12 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 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
20 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
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
22 21 *
23 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>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27
28
29 26
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <random_map.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
44#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 */
45 42
46#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 44#define PASS_DOORS 1
48 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}
49 174
50/* 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
51 * and doors but not monsters. 176 * and doors but not monsters.
52 * This function is not map tile aware. 177 * This function is not map tile aware.
53 */ 178 */
54
55int 179int
56wall_blocked (maptile *m, int x, int y) 180wall_blocked (maptile *m, int x, int y)
57{ 181{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 182 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 183 return 1;
184
185 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 187}
65 188
66/* place treasures in the map, given the 189/* place treasures in the map, given the
67map, (required) 190map, (required)
68layout, (required) 191maze, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
71*/ 194*/
72
73void 195void
74place_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)
75{ 197{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 198 int num_treasures;
80 199
81 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 201 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
84 return; 203 return;
204
85 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 207
88 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 210 {
91 if (RANDOM () % 2) 211 if (rmg_rndm (2))
92 treasureoptions -= 1; 212 treasureoptions -= 1;
93 else 213 else
94 treasureoptions -= 2; 214 treasureoptions -= 2;
95 } 215 }
96 216
97 /* pick the number of treasures */ 217 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 220 else if (treasureoptions & RICH)
101 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);
102 else 222 else
103 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);
104 224
105 if (num_treasures <= 0) 225 if (num_treasures <= 0)
106 return; 226 return;
107 227
108 /* get the style map */ 228 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 230
111 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 }
112 236
113 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
115 { 239 {
116
117 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
119 { 242 {
120 case LAYOUT_ONION: 243 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
126 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
127 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
128 { 251 {
129 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
130 { 253 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
132 { 255 {
133 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 257 object *chest;
136 258
137 if (tdiv == 3) 259 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
139 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
140 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
141 if (!chest) 265 if (!chest)
142 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
143 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
144 { 269 {
145 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 272 free (doorlist);
148 } 273 }
149 } 274 }
150 } 275 }
151 } 276 }
152 break; 277 break;
153 } 278 }
279
154 default: 280 default:
155 { 281 {
156 int i, j, tries; 282 int i, j, tries;
157 object *chest; 283 object *chest;
158 object **doorlist; 284 object **doorlist;
159 285
160 i = j = -1; 286 i = j = -1;
161 tries = 0; 287 tries = 0;
162 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
163 { 289 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
166 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
167 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
168 i = -1; 296 i = -1;
297
169 tries++; 298 tries++;
170 } 299 }
300
171 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
172 if (!chest) 303 if (!chest)
173 return; 304 return;
305
174 i = chest->x; 306 i = chest->x;
175 j = chest->y; 307 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
177 { 309 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
179 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
180 free (doorlist); 312 free (doorlist);
181 } 313 }
182 } 314 }
183 } 315 }
184 } 316 }
185 else 317 else
186 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
187 int ti, i, j; 319 int ti, i, j;
188 320
189 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
190 { 322 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 326 }
195 } 327 }
196} 328}
197 329
198/* 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
199 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,
200 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 */
201 333static object *
202object *
203place_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)
204{ 335{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 337
210 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
211 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
212 if (i == -1) 340 if (i == -1)
213 { 341 {
214 the_chest->destroy (); 342 the_chest->destroy ();
215 return NULL; 343 return NULL;
216 } 344 }
217 345
218 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
219 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
220 348
221 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
222 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
223 return 0; 351 return 0;
224 352
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 360
233 if (tlist != NULL) 361 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 363 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 365
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
239 } 367 }
240 else 368 else
241 { /* use the style map */ 369 { /* use the style map */
242 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
244 } 372 }
245#endif 373#endif
246 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
248 376
249 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
251 } 379 }
252 380
253 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
254 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
255 { 383 {
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
257 object *the_trap;
258 385
259 if (trap_map) 386 if (trap_map)
260 { 387 {
261 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
262 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
264 if (the_trap) 393 if (the_trap)
265 { 394 {
266 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
267 396
268 new_trap = arch_to_object (the_trap->arch);
269 new_trap->copy_to (the_trap);
270 new_trap->x = x; 397 new_trap->x = x;
271 new_trap->y = y; 398 new_trap->y = y;
272 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
273 } 400 }
274 } 401 }
275 } 402 }
276 403
277 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
278 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
279 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 408 {
283 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
284
285 sprintf (keybuf, "%d", (int) RANDOM ());
286 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
288 } 411 }
289 412
290 /* actually place the chest. */ 413 /* actually place the chest. */
291 the_chest->x = xl; 414 the_chest->x = xl;
292 the_chest->y = yl; 415 the_chest->y = yl;
293 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
294 return the_chest; 417 return the_chest;
295} 418}
296 419
297
298/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
299 or walls */ 421static object *
300object *
301find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
302{ 423{
303 int i; 424 int i;
304 425
305 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
306 { 427 {
307 int lx, ly; 428 int lx, ly;
308 429
309 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
310 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
311 /* boundscheck */ 432 /* boundscheck */
312 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
313 /* 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. */
314 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
315 { 436 {
316 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
317 438
318 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
319 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
320 return the_monster; 443 return the_monster;
321 } 444 }
322 } 445 }
323 return NULL; 446 return NULL;
324} 447}
325 448
326
327
328/* places keys in the map, preferably in something alive.
329 keycode is the key's code,
330 door_flag is either PASS_DOORS or NO_PASS_DOORS.
331 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
332 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334
335 The idea is that you call keyplace on x,y where a door is, and it'll make
336 sure a key is placed on both sides of the door.
337*/
338
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx, ky;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = NULL;
356 while (tries < 15 && the_keymaster == NULL)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL)
365 {
366 int freeindex;
367
368 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 }
375
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391
392 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 }
396 else
397 {
398 int sum = 0; /* count how many keys we actually place */
399
400 /* I'm lazy, so just try to place in all 4 directions. */
401 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */
407 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
410 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
411 }
412 return 1;
413 }
414 }
415
416 if (the_keymaster == NULL)
417 {
418 the_key->x = kx;
419 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1;
422 }
423
424 insert_ob_in_ob (the_key, the_keymaster);
425 return 1;
426}
427
428
429
430/* 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. */
431 450
432object *theMonsterToFind; 451static object *theMonsterToFind;
433 452
434/* 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.
435 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 */
436 455static object *
437object *
438find_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)
439{ 457{
440 int i, j; 458 int i, j;
441 459
442 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
443 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
444 return theMonsterToFind; 462 return theMonsterToFind;
445 463
446 /* bounds check x and y */ 464 /* bounds check x and y */
447 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
448 return theMonsterToFind; 466 return theMonsterToFind;
449 467
450 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
451 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
452 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
453 471
454 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
455 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
456 layout[x][y] = 1; 474 maze[x][y] = 1;
457 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
458 { 476 {
459 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
460 478
461 /* check off this point */ 479 /* check off this point */
462 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);
463 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
464 { 482 {
465 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
466 return theMonsterToFind; 484 return theMonsterToFind;
467 } 485 }
468 } 486 }
469 487
470 /* 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 */
471 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++)
472 { 490 {
473 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]);
474 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
475 return theMonsterToFind; 493 return theMonsterToFind;
476 } 494 }
495
477 return theMonsterToFind; 496 return theMonsterToFind;
478} 497}
479
480 498
481/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
482 real work. */ 500 real work. */
483 501static object *
484object *
485find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
486{ 503{
487 char **layout2; 504 layout layout2 (map->width, map->height);
488 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;
489 510
490 theMonsterToFind = 0; 511 theMonsterToFind = 0;
491 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
492 /* allocate and copy the layout, converting C to 0. */
493 for (i = 0; i < RP->Xsize; i++)
494 {
495 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
496 for (j = 0; j < RP->Ysize; j++)
497 {
498 if (wall_blocked (map, i, j))
499 layout2[i][j] = '#';
500 }
501 }
502 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
503
504 /* deallocate the temp. layout */
505 for (i = 0; i < RP->Xsize; i++)
506 {
507 free (layout2[i]);
508 }
509 free (layout2);
510 513
511 return theMonsterToFind; 514 return theMonsterToFind;
512} 515}
513
514
515
516
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x;
519int *room_free_spots_y;
520int number_of_free_spots_in_room;
521 516
522/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 519that datastructure. */
525 520static void
526void 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 522{
529 int i, j;
530
531 /* bounds check x and y */ 523 /* bounds check x and y */
532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
533 return; 525 return;
534 526
535 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
536 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
537 return; 529 return;
538 530
539 /* 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.
540 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
541 /* check off this point */ 533 /* check off this point */
542 layout[x][y] = 1; 534 maze[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
544 room_free_spots_y[number_of_free_spots_in_room] = y; 536
545 number_of_free_spots_in_room++;
546 /* 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 */
547 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++)
548 {
549 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]);
550 }
551 540
552} 541}
553 542
554/* 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. */
555void 544static void
556find_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)
557{ 546{
558 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
559 int i, j;
560 548
561 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
562 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
564 550
565 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
566 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
568 { 553 for (int j = 0; j < map->height; j++)
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
570 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#';
574 }
575 }
576 555
577 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
579 558
580 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
581 {
582 i = RANDOM () % number_of_free_spots_in_room;
583 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i];
585 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
586 562
587 /* deallocate the temp. layout */ 563 *kx = p.x;
588 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
589 { 565 }
590 free (layout2[i]);
591 }
592 free (layout2);
593 free (room_free_spots_x);
594 free (room_free_spots_y);
595} 566}
596
597 567
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
601 571static void
602void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
604{ 573{
605 int x, y; 574 int x, y;
606 int i; 575 int i;
607 576
608 x = *cx; 577 x = *cx;
612 { 581 {
613 int lx, ly, sindex; 582 int lx, ly, sindex;
614 583
615 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
616 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
617 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
618 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
620 { 589 {
621 *cx = lx; 590 *cx = lx;
622 *cy = ly; 591 *cy = ly;
630 { 599 {
631 int lx, ly, sindex; 600 int lx, ly, sindex;
632 601
633 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
634 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
635 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
636 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
637 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)
638 { 607 {
639 *cx = lx; 608 *cx = lx;
640 *cy = ly; 609 *cy = ly;
647 { 616 {
648 int lx, ly, sindex; 617 int lx, ly, sindex;
649 618
650 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
651 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
652 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
653 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
654 if (sindex) 623 if (sindex)
655 { 624 {
656 *cx = lx; 625 *cx = lx;
657 *cy = ly; 626 *cy = ly;
658 return; 627 return;
659 } 628 }
660 } 629 }
661 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 632
664 if (i != -1) 633 if (i != -1)
665 { 634 {
666 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
672 *cx = -1; 641 *cx = -1;
673 *cy = -1; 642 *cy = -1;
674 } 643 }
675} 644}
676 645
677 646static void
678void
679remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
680{ 648{
681 object *tmp; 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 650 {
686 if (tmp->head) 651 object *next = tmp->above;
687 tmp = tmp->head; 652
688 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
689 tmp->destroy (); 654 tmp->head_ ()->destroy ();
690 tmp = GET_MAP_OB (map, x, y); 655
691 if (tmp == NULL) 656 tmp = next;
692 break;
693 }; 657 }
694} 658}
695
696 659
697/* 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
698 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
699 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
700 663static object **
701object **
702surround_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)
703{ 665{
704 int i; 666 int i;
705 char *doors[2]; 667 const char *doors[2];
706 object **doorlist; 668 object **doorlist;
707 int ndoors_made = 0; 669 int ndoors_made = 0;
708 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 */
709 671
710 /* 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 */
722 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
724 { 686 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 688
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
728 { /* place a door */ 690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 693 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 694 map->insert (new_door, x1, y1);
731 new_door->x = x + freearr_x[i];
732 new_door->y = y + freearr_y[i];
733 remove_monsters (new_door->x, new_door->y, map);
734 insert_ob_in_map (new_door, map, NULL, 0);
735 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 696 ndoors_made++;
737 } 697 }
738 } 698 }
699
739 return doorlist; 700 return doorlist;
740} 701}
741 702
742
743/* 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. */
744object * 704static object *
745door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
746{ 706{
747 object *tmp;
748
749 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)
750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp; 709 return tmp;
710
752 return NULL; 711 return NULL;
753} 712}
754 713
755
756/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
757void 715static void
758find_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)
759{ 717{
760 int i, j; 718 int i, j;
761 object *door; 719 object *door;
762 720
763 /* bounds check x and y */ 721 /* bounds check x and y */
764 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
765 return; 723 return;
766 724
767 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
768 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
769 return; 727 return;
770 728
771 /* check off this point */ 729 /* check off this point */
772 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
773 { /* there could be a door here */ 731 { /* there could be a door here */
774 layout[x][y] = 1; 732 maze[x][y] = 1;
775 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
776 if (door) 734 if (door)
777 { 735 {
778 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
779 if (*ndoors > 1022) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
780 { 739 {
781 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");
782 return; 741 return;
783 } 742 }
785 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
786 } 745 }
787 } 746 }
788 else 747 else
789 { 748 {
790 layout[x][y] = 1; 749 maze[x][y] = 1;
750
791 /* 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 */
792 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++)
793 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 753 find_doors_in_room_recursive (maze, map,
754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
755 doorlist, ndoors);
794 } 756 }
795} 757}
796 758
797/* 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. */
798object ** 760static object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
800{ 762{
801 char **layout2;
802 object **doorlist;
803 int i, j; 763 int i, j;
804 int ndoors = 0; 764 int ndoors = 0;
805 765
806 doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 767
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
809 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
814 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 775
820 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
822 778
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 779 return doorlist;
829} 780}
830
831
832 781
833/* 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
834 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
835 784static void
836void
837lock_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)
838{ 786{
839 object *door; 787 object *door;
840 int i; 788 int i;
841 789
842 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
843 791
844 if (opts & DOORED) 792 if (opts & DOORED)
845 { 793 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
847 { 795 {
848 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = get_archetype (shstr_locked_door1);
849 char keybuf[1024];
850 797
851 door = doorlist[i]; 798 door = doorlist[i];
852 new_door->face = door->face; 799 new_door->face = door->face;
853 new_door->x = door->x; 800 new_door->x = door->x;
854 new_door->y = door->y; 801 new_door->y = door->y;
855 door->remove ();
856 door->destroy (); 802 door->destroy ();
857 doorlist[i] = new_door; 803 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
860 new_door->slaying = keybuf;
861 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);
862 } 807 }
863 } 808 }
864 809
865 /* 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. */
866 if (opts & HIDDEN) 811 if (opts & HIDDEN)
875 { 820 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
880 door->face = wallface->face; 826 door->face = wallface->face;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
882 wallface->remove ();
883 wallface->destroy (); 828 wallface->destroy ();
884 } 829 }
885 } 830 }
886 } 831 }
887} 832}

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