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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 1.62 by root, Tue Jan 3 11:25:34 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 <rmg.h>
54#include <rproto.h> 29#include <rproto.h>
55 30
56/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
57 32
58#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
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);
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}
71 174
72/* 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
73 * and doors but not monsters. 176 * and doors but not monsters.
74 * This function is not map tile aware. 177 * This function is not map tile aware.
75 */ 178 */
77wall_blocked (maptile *m, int x, int y) 180wall_blocked (maptile *m, int x, int y)
78{ 181{
79 if (OUT_OF_REAL_MAP (m, x, y)) 182 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 183 return 1;
81 184
185 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 187}
85 188
86/* place treasures in the map, given the 189/* place treasures in the map, given the
87map, (required) 190map, (required)
88layout, (required) 191maze, (required)
89treasure 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.)
90treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
91*/ 194*/
92void 195void
93place_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)
94{ 197{
95 char styledirname[1024];
96 char stylefilepath[1024];
97 maptile *style_map = 0;
98 int num_treasures; 198 int num_treasures;
99 199
100 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 201 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
103 return; 203 return;
204
104 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
106 207
107 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 210 {
110 if (RANDOM () % 2) 211 if (rmg_rndm (2))
111 treasureoptions -= 1; 212 treasureoptions -= 1;
112 else 213 else
113 treasureoptions -= 2; 214 treasureoptions -= 2;
114 } 215 }
115 216
116 /* pick the number of treasures */ 217 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
118 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);
119 else if (treasureoptions & RICH) 220 else if (treasureoptions & RICH)
120 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);
121 else 222 else
122 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);
123 224
124 if (num_treasures <= 0) 225 if (num_treasures <= 0)
125 return; 226 return;
126 227
127 /* get the style map */ 228 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 230
130 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 }
131 236
132 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
134 { 239 {
135
136 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
138 { 242 {
139 case LAYOUT_ONION: 243 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
145 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
146 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
147 { 251 {
148 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
149 { 253 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
151 { 255 {
152 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 257 object *chest;
155 258
156 if (tdiv == 3) 259 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
158 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
159 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
160 if (!chest) 265 if (!chest)
161 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
162 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
163 { 269 {
164 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 272 free (doorlist);
167 } 273 }
168 } 274 }
169 } 275 }
170 } 276 }
171 break; 277 break;
172 } 278 }
279
173 default: 280 default:
174 { 281 {
175 int i, j, tries; 282 int i, j, tries;
176 object *chest; 283 object *chest;
177 object **doorlist; 284 object **doorlist;
178 285
179 i = j = -1; 286 i = j = -1;
180 tries = 0; 287 tries = 0;
181 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
182 { 289 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
185 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
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);
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)
321{ 423{
322 int i; 424 int i;
323 425
324 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
325 { 427 {
326 int lx, ly; 428 int lx, ly;
327 429
328 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
329 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
330 /* boundscheck */ 432 /* boundscheck */
331 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
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 && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
338 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
339 return the_monster; 443 return the_monster;
340 } 444 }
341 } 445 }
342 return NULL; 446 return NULL;
343} 447}
344 448
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. */ 449/* both find_monster_in_room routines need to have access to this. */
453 450
454object *theMonsterToFind; 451static object *theMonsterToFind;
455 452
456/* 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.
457 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 */
458 455static object *
459object *
460find_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)
461{ 457{
462 int i, j; 458 int i, j;
463 459
464 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
465 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
466 return theMonsterToFind; 462 return theMonsterToFind;
467 463
468 /* bounds check x and y */ 464 /* bounds check x and y */
469 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
470 return theMonsterToFind; 466 return theMonsterToFind;
471 467
472 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
473 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
474 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
475 471
476 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
477 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
478 layout[x][y] = 1; 474 maze[x][y] = 1;
479 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
480 { 476 {
481 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
482 478
483 /* check off this point */ 479 /* check off this point */
484 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);
485 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
486 { 482 {
487 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
488 return theMonsterToFind; 484 return theMonsterToFind;
489 } 485 }
490 } 486 }
491 487
492 /* 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 */
493 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++)
494 { 490 {
495 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]);
496 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
497 return theMonsterToFind; 493 return theMonsterToFind;
498 } 494 }
495
499 return theMonsterToFind; 496 return theMonsterToFind;
500} 497}
501
502 498
503/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
504 real work. */ 500 real work. */
505 501static object *
506object *
507find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
508{ 503{
509 char **layout2; 504 layout layout2 (map->width, map->height);
510 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;
511 510
512 theMonsterToFind = 0; 511 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); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
525
526 /* deallocate the temp. layout */
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532 513
533 return theMonsterToFind; 514 return theMonsterToFind;
534} 515}
535
536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
537int *room_free_spots_x;
538int *room_free_spots_y;
539int number_of_free_spots_in_room;
540 516
541/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
542a 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
543that datastructure. */ 519that datastructure. */
544void 520static void
545find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
546{ 522{
547 int i, j;
548
549 /* bounds check x and y */ 523 /* bounds check x and y */
550 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
551 return; 525 return;
552 526
553 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
554 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
555 return; 529 return;
556 530
557 /* 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.
558 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
559 /* check off this point */ 533 /* check off this point */
560 layout[x][y] = 1; 534 maze[x][y] = 1;
561 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
562 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++;
564 536
565 /* 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 */
566 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++)
567 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]);
568 540
569} 541}
570 542
571/* 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. */
572void 544static void
573find_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)
574{ 546{
575 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
576 int i, j;
577 548
578 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
579 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);
581 550
582 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
583 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
584 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
585 { 553 for (int j = 0; j < map->height; j++)
586 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
587 for (j = 0; j < RP->Ysize; j++)
588 if (wall_blocked (map, i, j))
589 layout2[i][j] = '#';
590 }
591 555
592 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
594 558
595 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
596 {
597 i = RANDOM () % number_of_free_spots_in_room;
598 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i];
600 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
601 562
602 /* deallocate the temp. layout */ 563 *kx = p.x;
603 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
604 free (layout2[i]); 565 }
605
606 free (layout2);
607 free (room_free_spots_x);
608 free (room_free_spots_y);
609} 566}
610
611 567
612/* 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
613 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
614 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
615void 571static void
616find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
617{ 573{
618 int x, y; 574 int x, y;
619 int i; 575 int i;
620 576
621 x = *cx; 577 x = *cx;
625 { 581 {
626 int lx, ly, sindex; 582 int lx, ly, sindex;
627 583
628 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
629 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
630 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
632 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
633 { 589 {
634 *cx = lx; 590 *cx = lx;
635 *cy = ly; 591 *cy = ly;
643 { 599 {
644 int lx, ly, sindex; 600 int lx, ly, sindex;
645 601
646 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
647 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
648 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
649 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
650 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)
651 { 607 {
652 *cx = lx; 608 *cx = lx;
653 *cy = ly; 609 *cy = ly;
660 { 616 {
661 int lx, ly, sindex; 617 int lx, ly, sindex;
662 618
663 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
664 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
665 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
666 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
667 if (sindex) 623 if (sindex)
668 { 624 {
669 *cx = lx; 625 *cx = lx;
670 *cy = ly; 626 *cy = ly;
671 return; 627 return;
672 } 628 }
673 } 629 }
674 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
675 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);
676 632
677 if (i != -1) 633 if (i != -1)
678 { 634 {
679 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
685 *cx = -1; 641 *cx = -1;
686 *cy = -1; 642 *cy = -1;
687 } 643 }
688} 644}
689 645
690 646static void
691void
692remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
693{ 648{
694 object *tmp; 649 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 { 650 {
699 if (tmp->head) 651 object *next = tmp->above;
700 tmp = tmp->head; 652
701 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
702 tmp->destroy (); 654 tmp->head_ ()->destroy ();
703 tmp = GET_MAP_OB (map, x, y); 655
704 if (tmp == NULL) 656 tmp = next;
705 break;
706 }; 657 }
707} 658}
708
709 659
710/* 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
711 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
712 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
713 663static object **
714object **
715surround_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)
716{ 665{
717 int i; 666 int i;
718 char *doors[2]; 667 const char *doors[2];
719 object **doorlist; 668 object **doorlist;
720 int ndoors_made = 0; 669 int ndoors_made = 0;
721 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 */
722 671
723 /* 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 */
735 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
737 { 686 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 688
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
741 { /* place a door */ 690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 693 object *new_door = archetype::get (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 694 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; 695 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 696 ndoors_made++;
750 } 697 }
751 } 698 }
699
752 return doorlist; 700 return doorlist;
753} 701}
754 702
755
756/* 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. */
757object * 704static object *
758door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
759{ 706{
760 object *tmp;
761
762 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)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 709 return tmp;
710
765 return NULL; 711 return NULL;
766} 712}
767 713
768
769/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
770void 715static void
771find_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)
772{ 717{
773 int i, j; 718 int i, j;
774 object *door; 719 object *door;
775 720
776 /* bounds check x and y */ 721 /* bounds check x and y */
777 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
778 return; 723 return;
779 724
780 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
781 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
782 return; 727 return;
783 728
784 /* check off this point */ 729 /* check off this point */
785 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
786 { /* there could be a door here */ 731 { /* there could be a door here */
787 layout[x][y] = 1; 732 maze[x][y] = 1;
788 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
789 if (door) 734 if (door)
790 { 735 {
791 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
792 if (*ndoors > 1022) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
793 { 739 {
794 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");
795 return; 741 return;
796 } 742 }
798 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
799 } 745 }
800 } 746 }
801 else 747 else
802 { 748 {
803 layout[x][y] = 1; 749 maze[x][y] = 1;
750
804 /* 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 */
805 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++)
806 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);
807 } 756 }
808} 757}
809 758
810/* 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. */
811object ** 760static object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
813{ 762{
814 char **layout2;
815 object **doorlist;
816 int i, j; 763 int i, j;
817 int ndoors = 0; 764 int ndoors = 0;
818 765
819 doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 767
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
822 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
827 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 775
833 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
835 778
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 779 return doorlist;
842} 780}
843
844
845 781
846/* 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
847 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
848 784static void
849void
850lock_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)
851{ 786{
852 object *door; 787 object *door;
853 int i; 788 int i;
854 789
855 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
856 791
857 if (opts & DOORED) 792 if (opts & DOORED)
858 { 793 {
859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
860 { 795 {
861 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
862 char keybuf[1024];
863 797
864 door = doorlist[i]; 798 door = doorlist[i];
865 new_door->face = door->face; 799 new_door->face = door->face;
866 new_door->x = door->x; 800 new_door->x = door->x;
867 new_door->y = door->y; 801 new_door->y = door->y;
868 door->remove ();
869 door->destroy (); 802 door->destroy ();
870 doorlist[i] = new_door; 803 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 805 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); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
875 } 807 }
876 } 808 }
877 809
878 /* 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. */
879 if (opts & HIDDEN) 811 if (opts & HIDDEN)
888 { 820 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
893 door->face = wallface->face; 826 door->face = wallface->face;
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
895 wallface->remove ();
896 wallface->destroy (); 828 wallface->destroy ();
897 } 829 }
898 } 830 }
899 } 831 }
900} 832}

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