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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.57 by root, Fri Jul 2 15:03:57 2010 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
4 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen
8 *
9 * This program is free software; you can redistribute it and/or modify
10 * it under the terms of the GNU General Public License as published by
11 * the Free Software Foundation; either version 2 of the License, or
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 * 3 *
28 * 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
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
31 * 7 *
32 * 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
33 * 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
34 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
35 * (at your option) any later version. 11 * option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * 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
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
45 * 21 *
46 * 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>
47 */ 23 */
48>>>>>>> 1.18
49 24
50/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
51 26
52#include <global.h> 27#include <global.h>
53#include <random_map.h> 28#include <random_map.h>
66#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 */
67 42
68#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 44#define PASS_DOORS 1
70 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
71 175
72/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
73 * and doors but not monsters. 177 * and doors but not monsters.
74 * This function is not map tile aware. 178 * This function is not map tile aware.
75 */ 179 */
77wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
78{ 182{
79 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 184 return 1;
81 185
186 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 188}
85 189
86/* place treasures in the map, given the 190/* place treasures in the map, given the
87map, (required) 191map, (required)
88layout, (required) 192maze, (required)
89treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
90treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
91*/ 195*/
92void 196void
93place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
94{ 198{
95 char styledirname[1024];
96 char stylefilepath[1024];
97 maptile *style_map = 0;
98 int num_treasures; 199 int num_treasures;
99 200
100 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 202 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
103 return; 204 return;
205
104 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
106 208
107 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 211 {
110 if (RANDOM () % 2) 212 if (rmg_rndm (2))
111 treasureoptions -= 1; 213 treasureoptions -= 1;
112 else 214 else
113 treasureoptions -= 2; 215 treasureoptions -= 2;
114 } 216 }
115 217
116 /* pick the number of treasures */ 218 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
118 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
119 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
120 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
121 else 223 else
122 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
123 225
124 if (num_treasures <= 0) 226 if (num_treasures <= 0)
125 return; 227 return;
126 228
127 /* get the style map */ 229 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
130 style_map = find_style (styledirname, treasure_style, -1); 232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
131 237
132 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
134 { 240 {
135
136 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
138 { 243 {
139 case LAYOUT_ONION: 244 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
145 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
146 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
147 { 252 {
148 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
149 { 254 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
151 { 256 {
152 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 258 object *chest;
155 259
156 if (tdiv == 3) 260 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
158 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
159 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
160 if (!chest) 266 if (!chest)
161 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
162 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
163 { 270 {
164 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 273 free (doorlist);
167 } 274 }
168 } 275 }
169 } 276 }
170 } 277 }
171 break; 278 break;
172 } 279 }
280
173 default: 281 default:
174 { 282 {
175 int i, j, tries; 283 int i, j, tries;
176 object *chest; 284 object *chest;
177 object **doorlist; 285 object **doorlist;
178 286
179 i = j = -1; 287 i = j = -1;
180 tries = 0; 288 tries = 0;
181 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
182 { 290 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
186 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
187 i = -1; 296 i = -1;
297
188 tries++; 298 tries++;
189 } 299 }
300
190 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
191 if (!chest) 303 if (!chest)
192 return; 304 return;
305
193 i = chest->x; 306 i = chest->x;
194 j = chest->y; 307 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
196 { 309 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
198 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
199 free (doorlist); 312 free (doorlist);
200 } 313 }
201 } 314 }
202 } 315 }
203 } 316 }
204 else 317 else
205 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
206 int ti, i, j; 319 int ti, i, j;
207 320
208 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
209 { 322 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 326 }
214 } 327 }
215} 328}
216 329
217/* 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
218 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,
219 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 */
220 333static object *
221object *
222place_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)
223{ 335{
224 object *the_chest;
225 int i, xl, yl;
226
227 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
228 337
229 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
230 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
231 if (i == -1) 340 if (i == -1)
232 { 341 {
233 the_chest->destroy (); 342 the_chest->destroy ();
234 return NULL; 343 return NULL;
235 } 344 }
236 345
237 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
238 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
239 348
240 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
241 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
242 return 0; 351 return 0;
243 352
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 360
252 if (tlist != NULL) 361 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 363 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
256 365
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
258 } 367 }
259 else 368 else
260 { /* use the style map */ 369 { /* use the style map */
261 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
263 } 372 }
264#endif 373#endif
265 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
267 376
268 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
270 } 379 }
271 380
272 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
273 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
274 { 383 {
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
276 object *the_trap;
277 385
278 if (trap_map) 386 if (trap_map)
279 { 387 {
280 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
281 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
283 if (the_trap) 393 if (the_trap)
284 { 394 {
285 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
286 396
287 new_trap = arch_to_object (the_trap->arch);
288 new_trap->copy_to (the_trap);
289 new_trap->x = x; 397 new_trap->x = x;
290 new_trap->y = y; 398 new_trap->y = y;
291 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
292 } 400 }
293 } 401 }
294 } 402 }
295 403
296 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
297 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
298 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 408 {
302 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
303
304 sprintf (keybuf, "%d", (int) RANDOM ());
305 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
307 } 411 }
308 412
309 /* actually place the chest. */ 413 /* actually place the chest. */
310 the_chest->x = xl; 414 the_chest->x = xl;
311 the_chest->y = yl; 415 the_chest->y = yl;
312 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
313 return the_chest; 417 return the_chest;
314} 418}
315 419
316
317/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
318 or walls */ 421static object *
319object *
320find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
321{ 423{
322 int i; 424 int i;
323 425
324 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
332 /* 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. */
333 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
334 { 436 {
335 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
336 438
337 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
338 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
339 return the_monster; 441 return the_monster;
340 } 442 }
341 } 443 }
342 return NULL; 444 return NULL;
343} 445}
344 446
345
346
347/* places keys in the map, preferably in something alive.
348 keycode is the key's code,
349 door_flag is either PASS_DOORS or NO_PASS_DOORS.
350 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
351 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
353
354 The idea is that you call keyplace on x,y where a door is, and it'll make
355 sure a key is placed on both sides of the door.
356*/
357int
358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
359{
360 int i, j;
361 int kx = 0, ky = 0;
362 object *the_keymaster; /* the monster that gets the key. */
363 object *the_key;
364
365 /* get a key and set its keycode */
366 the_key = get_archetype ("key2");
367 the_key->slaying = keycode;
368
369 if (door_flag == PASS_DOORS)
370 {
371 int tries = 0;
372
373 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster)
375 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
378 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP);
380 }
381
382 /* if we don't find a good keymaster, drop the key on the ground. */
383 if (!the_keymaster)
384 {
385 int freeindex;
386
387 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 }
394
395 // can freeindex ever be < 0?
396 if (freeindex >= 0)
397 {
398 kx += freearr_x [freeindex];
399 ky += freearr_y [freeindex];
400 }
401 }
402 }
403 else
404 { /* NO_PASS_DOORS --we have to work harder. */
405 /* don't try to keyplace if we're sitting on a blocked square and
406 NO_PASS_DOORS is set. */
407 if (n_keys == 1)
408 {
409 if (wall_blocked (map, x, y))
410 return 0;
411
412 the_keymaster = find_monster_in_room (map, x, y, RP);
413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
414 find_spot_in_room (map, x, y, &kx, &ky, RP);
415 }
416 else
417 {
418 int sum = 0; /* count how many keys we actually place */
419
420 /* I'm lazy, so just try to place in all 4 directions. */
421 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
422 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
427 { /* diagonally this time. */
428 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
429 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
430 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
432 }
433
434 return 1;
435 }
436 }
437
438 if (!the_keymaster)
439 {
440 the_key->x = kx;
441 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1;
444 }
445
446 insert_ob_in_ob (the_key, the_keymaster);
447 return 1;
448}
449
450
451
452/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
453 448
454object *theMonsterToFind; 449static object *theMonsterToFind;
455 450
456/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
457 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the maze, converting 0's to 1's */
458 453static object *
459object *
460find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP)
461{ 455{
462 int i, j; 456 int i, j;
463 457
464 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
465 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
468 /* bounds check x and y */ 462 /* bounds check x and y */
469 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
470 return theMonsterToFind; 464 return theMonsterToFind;
471 465
472 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
473 if (layout[x][y] != 0) 467 if (maze[x][y] != 0)
474 return theMonsterToFind; /* might be NULL, that's fine. */ 468 return theMonsterToFind; /* might be NULL, that's fine. */
475 469
476 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
477 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
478 layout[x][y] = 1; 472 maze[x][y] = 1;
479 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
480 { 474 {
481 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
482 476
483 /* check off this point */ 477 /* check off this point */
484 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
485 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
486 { 480 {
487 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
488 return theMonsterToFind; 482 return theMonsterToFind;
489 } 483 }
490 } 484 }
491 485
492 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 488 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
496 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 491 return theMonsterToFind;
498 } 492 }
493
499 return theMonsterToFind; 494 return theMonsterToFind;
500} 495}
501
502 496
503/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
504 real work. */ 498 real work. */
505 499static object *
506object *
507find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
508{ 501{
509 char **layout2; 502 layout layout2 (map->width, map->height);
510 int i, j; 503
504 // find walls
505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2.h; j++)
507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
511 508
512 theMonsterToFind = 0; 509 theMonsterToFind = 0;
513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
514 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
523 }
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 511
526 /* deallocate the temp. layout */
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532
533 return theMonsterToFind; 512 return theMonsterToFind;
534} 513}
535 514
536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
537int *room_free_spots_x; 516static int *room_free_spots_x;
538int *room_free_spots_y; 517static int *room_free_spots_y;
539int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
540 519
541/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
542a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
543that datastructure. */ 522that datastructure. */
544void 523static void
545find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP)
546{ 525{
547 int i, j; 526 int i, j;
548 527
549 /* bounds check x and y */ 528 /* bounds check x and y */
550 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
551 return; 530 return;
552 531
553 /* if the square is blocked or searched already, leave */ 532 /* if the square is blocked or searched already, leave */
554 if (layout[x][y] != 0) 533 if (maze[x][y] != 0)
555 return; 534 return;
556 535
557 /* set the current square as checked, and add it to the list. 536 /* set the current square as checked, and add it to the list.
558 set theMonsterToFind and return it. */ 537 set theMonsterToFind and return it. */
559 /* check off this point */ 538 /* check off this point */
560 layout[x][y] = 1; 539 maze[x][y] = 1;
561 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
564 543
565 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 547
569} 548}
570 549
571/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
572void 551static void
573find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
574{ 553{
575 char **layout2; 554 char **layout2;
576 int i, j; 555 int i, j;
577 556
578 number_of_free_spots_in_room = 0; 557 number_of_free_spots_in_room = 0;
579 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
580 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
581 560
582 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
583 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the maze, converting C to 0. */
584 for (i = 0; i < RP->Xsize; i++) 563 for (i = 0; i < RP->Xsize; i++)
585 { 564 {
586 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
587 for (j = 0; j < RP->Ysize; j++) 566 for (j = 0; j < RP->Ysize; j++)
588 if (wall_blocked (map, i, j)) 567 if (wall_blocked (map, i, j))
592 /* setup num_free_spots and room_free_spots */ 571 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 572 find_spot_in_room_recursive (layout2, x, y, RP);
594 573
595 if (number_of_free_spots_in_room > 0) 574 if (number_of_free_spots_in_room > 0)
596 { 575 {
597 i = RANDOM () % number_of_free_spots_in_room; 576 i = rmg_rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
600 } 579 }
601 580
602 /* deallocate the temp. layout */ 581 /* deallocate the temp. maze */
603 for (i = 0; i < RP->Xsize; i++) 582 for (i = 0; i < RP->Xsize; i++)
604 free (layout2[i]); 583 free (layout2[i]);
605 584
606 free (layout2); 585 free (layout2);
607 free (room_free_spots_x); 586 free (room_free_spots_x);
610 589
611 590
612/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
613 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
614 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
615void 594static void
616find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
617{ 596{
618 int x, y; 597 int x, y;
619 int i; 598 int i;
620 599
625 { 604 {
626 int lx, ly, sindex; 605 int lx, ly, sindex;
627 606
628 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
629 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
630 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
632 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
633 { 612 {
634 *cx = lx; 613 *cx = lx;
635 *cy = ly; 614 *cy = ly;
643 { 622 {
644 int lx, ly, sindex; 623 int lx, ly, sindex;
645 624
646 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
647 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
648 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
649 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
650 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
651 { 630 {
652 *cx = lx; 631 *cx = lx;
653 *cy = ly; 632 *cy = ly;
660 { 639 {
661 int lx, ly, sindex; 640 int lx, ly, sindex;
662 641
663 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
664 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
665 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
666 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
667 if (sindex) 646 if (sindex)
668 { 647 {
669 *cx = lx; 648 *cx = lx;
670 *cy = ly; 649 *cy = ly;
671 return; 650 return;
672 } 651 }
673 } 652 }
674 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
676 655
677 if (i != -1) 656 if (i != -1)
678 { 657 {
679 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
685 *cx = -1; 664 *cx = -1;
686 *cy = -1; 665 *cy = -1;
687 } 666 }
688} 667}
689 668
690 669static void
691void
692remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
693{ 671{
694 object *tmp; 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
695
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 673 {
699 if (tmp->head) 674 object *next = tmp->above;
700 tmp = tmp->head; 675
701 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
702 tmp->destroy (); 677 tmp->head_ ()->destroy ();
703 tmp = GET_MAP_OB (map, x, y); 678
704 if (tmp == NULL) 679 tmp = next;
705 break;
706 }; 680 }
707} 681}
708
709 682
710/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
711 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
713 686static object **
714object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
716{ 688{
717 int i; 689 int i;
718 char *doors[2]; 690 const char *doors[2];
719 object **doorlist; 691 object **doorlist;
720 int ndoors_made = 0; 692 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 693 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 694
723 /* this is a list we pick from, for horizontal and vertical doors */ 695 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 707 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 708 for (i = 1; i < 9; i++)
737 { 709 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 711
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 712 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
741 { /* place a door */ 713 { /* place a door */
714 remove_monsters (x1, y1, map);
715
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 717 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 718 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 719 ndoors_made++;
750 } 720 }
751 } 721 }
722
752 return doorlist; 723 return doorlist;
753} 724}
754 725
755
756/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
757object * 727static object *
758door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
759{ 729{
760 object *tmp;
761
762 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 732 return tmp;
733
765 return NULL; 734 return NULL;
766} 735}
767 736
768
769/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
770void 738static void
771find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
772{ 740{
773 int i, j; 741 int i, j;
774 object *door; 742 object *door;
775 743
776 /* bounds check x and y */ 744 /* bounds check x and y */
777 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
778 return; 746 return;
779 747
780 /* if the square is blocked or searched already, leave */ 748 /* if the square is blocked or searched already, leave */
781 if (layout[x][y] == 1) 749 if (maze[x][y] == 1)
782 return; 750 return;
783 751
784 /* check off this point */ 752 /* check off this point */
785 if (layout[x][y] == '#') 753 if (maze[x][y] == '#')
786 { /* there could be a door here */ 754 { /* there could be a door here */
787 layout[x][y] = 1; 755 maze[x][y] = 1;
788 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
789 if (door) 757 if (door)
790 { 758 {
791 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
760
792 if (*ndoors > 1022) /* eek! out of memory */ 761 if (*ndoors > 1022) /* eek! out of memory */
793 { 762 {
794 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 763 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
795 return; 764 return;
796 } 765 }
798 *ndoors = *ndoors + 1; 767 *ndoors = *ndoors + 1;
799 } 768 }
800 } 769 }
801 else 770 else
802 { 771 {
803 layout[x][y] = 1; 772 maze[x][y] = 1;
773
804 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 776 find_doors_in_room_recursive (maze, map,
777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
778 doorlist, ndoors, RP);
807 } 779 }
808} 780}
809 781
810/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
811object ** 783static object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
813{ 785{
814 char **layout2;
815 object **doorlist;
816 int i, j; 786 int i, j;
817 int ndoors = 0; 787 int ndoors = 0;
818 788
819 doorlist = (object **) calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 790
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 791 layout layout2 (RP->Xsize, RP->Ysize);
792 layout2.clear ();
793
822 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the maze, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
827 { 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 798
833 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 800 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
835 801
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 802 return doorlist;
842} 803}
843
844
845 804
846/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
847 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
848 807static void
849void
850lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
851{ 809{
852 object *door; 810 object *door;
853 int i; 811 int i;
854 812
855 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
856 814
857 if (opts & DOORED) 815 if (opts & DOORED)
858 { 816 {
859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
860 { 818 {
861 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
862 char keybuf[1024];
863 820
864 door = doorlist[i]; 821 door = doorlist[i];
865 new_door->face = door->face; 822 new_door->face = door->face;
866 new_door->x = door->x; 823 new_door->x = door->x;
867 new_door->y = door->y; 824 new_door->y = door->y;
868 door->remove ();
869 door->destroy (); 825 door->destroy ();
870 doorlist[i] = new_door; 826 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
873 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
875 } 830 }
876 } 831 }
877 832
878 /* change the faces of the doors and surrounding walls to hide them. */ 833 /* change the faces of the doors and surrounding walls to hide them. */
879 if (opts & HIDDEN) 834 if (opts & HIDDEN)
888 { 843 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 844 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 845 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
848
893 door->face = wallface->face; 849 door->face = wallface->face;
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 850
895 wallface->remove ();
896 wallface->destroy (); 851 wallface->destroy ();
897 } 852 }
898 } 853 }
899 } 854 }
900} 855}

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