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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.62 by root, Tue Jan 3 11:25:34 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * 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
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26 26
27#include <global.h> 27#include <global.h>
28#include <random_map.h> 28#include <rmg.h>
29#include <rproto.h> 29#include <rproto.h>
30 30
31/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
32 32
33#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. */
41#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 */
42 42
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 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}
46 174
47/* 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
48 * and doors but not monsters. 176 * and doors but not monsters.
49 * This function is not map tile aware. 177 * This function is not map tile aware.
50 */ 178 */
52wall_blocked (maptile *m, int x, int y) 180wall_blocked (maptile *m, int x, int y)
53{ 181{
54 if (OUT_OF_REAL_MAP (m, x, y)) 182 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 183 return 1;
56 184
185 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 187}
60 188
61/* place treasures in the map, given the 189/* place treasures in the map, given the
62map, (required) 190map, (required)
63layout, (required) 191maze, (required)
64treasure 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.)
65treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
66*/ 194*/
67void 195void
68place_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)
69{ 197{
70 char styledirname[1024];
71 char stylefilepath[1024];
72 maptile *style_map = 0;
73 int num_treasures; 198 int num_treasures;
74 199
75 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 201 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
78 return; 203 return;
79 204
80 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 207
83 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 210 {
86 if (rndm (2)) 211 if (rmg_rndm (2))
87 treasureoptions -= 1; 212 treasureoptions -= 1;
88 else 213 else
89 treasureoptions -= 2; 214 treasureoptions -= 2;
90 } 215 }
91 216
92 /* pick the number of treasures */ 217 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 220 else if (treasureoptions & RICH)
96 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);
97 else 222 else
98 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);
99 224
100 if (num_treasures <= 0) 225 if (num_treasures <= 0)
101 return; 226 return;
102 227
103 /* get the style map */ 228 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 style_map = find_style (styledirname, treasure_style, -1);
107 230
108 if (!style_map) 231 if (!style_map)
109 { 232 {
110 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
111 return; 234 return;
112 } 235 }
113 236
114 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
115 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
116 { 239 {
117
118 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
119 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
120 { 242 {
121 case LAYOUT_ONION: 243 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
127 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
128 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
129 { 251 {
130 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
131 { 253 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
133 { 255 {
134 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 257 object *chest;
137 258
138 if (tdiv == 3) 259 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
140 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
141 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
142 if (!chest) 265 if (!chest)
143 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
144 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
145 { 269 {
146 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 272 free (doorlist);
149 } 273 }
150 } 274 }
151 } 275 }
152 } 276 }
153 break; 277 break;
154 } 278 }
279
155 default: 280 default:
156 { 281 {
157 int i, j, tries; 282 int i, j, tries;
158 object *chest; 283 object *chest;
159 object **doorlist; 284 object **doorlist;
160 285
161 i = j = -1; 286 i = j = -1;
162 tries = 0; 287 tries = 0;
163 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
164 { 289 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
167 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
168 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
169 i = -1; 296 i = -1;
297
170 tries++; 298 tries++;
171 } 299 }
300
172 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
173 if (!chest) 303 if (!chest)
174 return; 304 return;
305
175 i = chest->x; 306 i = chest->x;
176 j = chest->y; 307 j = chest->y;
177 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
178 { 309 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
180 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
181 free (doorlist); 312 free (doorlist);
182 } 313 }
183 } 314 }
184 } 315 }
185 } 316 }
186 else 317 else
187 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
188 int ti, i, j; 319 int ti, i, j;
189 320
190 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
191 { 322 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 326 }
196 } 327 }
197} 328}
198 329
199/* 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
200 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,
201 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 */
202 333static object *
203object *
204place_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)
205{ 335{
206 object *the_chest;
207 int i, xl, yl;
208
209 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
210 337
211 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
212 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
213 if (i == -1) 340 if (i == -1)
214 { 341 {
215 the_chest->destroy (); 342 the_chest->destroy ();
216 return NULL; 343 return NULL;
217 } 344 }
218 345
219 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
220 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
221 348
222 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
223 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
224 return 0; 351 return 0;
225 352
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 360
234 if (tlist != NULL) 361 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 363 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
238 365
239 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
240 } 367 }
241 else 368 else
242 { /* use the style map */ 369 { /* use the style map */
243 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
245 } 372 }
246#endif 373#endif
247 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
249 376
250 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
252 } 379 }
253 380
254 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
256 { 383 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
258 object *the_trap;
259 385
260 if (trap_map) 386 if (trap_map)
261 { 387 {
262 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
263 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
265 if (the_trap) 393 if (the_trap)
266 { 394 {
267 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 396
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 397 new_trap->x = x;
272 new_trap->y = y; 398 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
274 } 400 }
275 } 401 }
276 } 402 }
277 403
278 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 408 {
284 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
289 } 411 }
290 412
291 /* actually place the chest. */ 413 /* actually place the chest. */
292 the_chest->x = xl; 414 the_chest->x = xl;
293 the_chest->y = yl; 415 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest; 417 return the_chest;
296} 418}
297 419
298
299/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
300 or walls */ 421static object *
301object *
302find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
303{ 423{
304 int i; 424 int i;
305 425
306 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
307 { 427 {
308 int lx, ly; 428 int lx, ly;
309 429
310 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
311 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
312 /* boundscheck */ 432 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
314 /* 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. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 436 {
317 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
318 438
319 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
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
321 return the_monster; 443 return the_monster;
322 } 444 }
323 } 445 }
324 return NULL; 446 return NULL;
325} 447}
326 448
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (!the_keymaster)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 }
376
377 // can freeindex ever be < 0?
378 if (freeindex >= 0)
379 {
380 kx += freearr_x [freeindex];
381 ky += freearr_y [freeindex];
382 }
383 }
384 }
385 else
386 { /* NO_PASS_DOORS --we have to work harder. */
387 /* don't try to keyplace if we're sitting on a blocked square and
388 NO_PASS_DOORS is set. */
389 if (n_keys == 1)
390 {
391 if (wall_blocked (map, x, y))
392 return 0;
393
394 the_keymaster = find_monster_in_room (map, x, y, RP);
395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
396 find_spot_in_room (map, x, y, &kx, &ky, RP);
397 }
398 else
399 {
400 int sum = 0; /* count how many keys we actually place */
401
402 /* I'm lazy, so just try to place in all 4 directions. */
403 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
409 { /* diagonally this time. */
410 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 }
415
416 return 1;
417 }
418 }
419
420 if (!the_keymaster)
421 {
422 the_key->x = kx;
423 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1;
426 }
427
428 insert_ob_in_ob (the_key, the_keymaster);
429 return 1;
430}
431
432
433
434/* 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. */
435 450
436object *theMonsterToFind; 451static object *theMonsterToFind;
437 452
438/* 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.
439 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 */
440 455static object *
441object *
442find_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)
443{ 457{
444 int i, j; 458 int i, j;
445 459
446 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
447 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
448 return theMonsterToFind; 462 return theMonsterToFind;
449 463
450 /* bounds check x and y */ 464 /* bounds check x and y */
451 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
452 return theMonsterToFind; 466 return theMonsterToFind;
453 467
454 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
455 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
456 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
457 471
458 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
459 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
460 layout[x][y] = 1; 474 maze[x][y] = 1;
461 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
462 { 476 {
463 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
464 478
465 /* check off this point */ 479 /* check off this point */
466 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);
467 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
468 { 482 {
469 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
470 return theMonsterToFind; 484 return theMonsterToFind;
471 } 485 }
472 } 486 }
473 487
474 /* 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 */
475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
476 { 490 {
477 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]);
478 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
479 return theMonsterToFind; 493 return theMonsterToFind;
480 } 494 }
495
481 return theMonsterToFind; 496 return theMonsterToFind;
482} 497}
483
484 498
485/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
486 real work. */ 500 real work. */
487 501static object *
488object *
489find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
490{ 503{
491 char **layout2; 504 layout layout2 (map->width, map->height);
492 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;
493 510
494 theMonsterToFind = 0; 511 theMonsterToFind = 0;
495 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
496 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++)
498 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#';
504 }
505 }
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
507
508 /* deallocate the temp. layout */
509 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]);
512 }
513 free (layout2);
514 513
515 return theMonsterToFind; 514 return theMonsterToFind;
516} 515}
517
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
519int *room_free_spots_x;
520int *room_free_spots_y;
521int number_of_free_spots_in_room;
522 516
523/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
524a 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
525that datastructure. */ 519that datastructure. */
526void 520static void
527find_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)
528{ 522{
529 int i, j;
530
531 /* bounds check x and y */ 523 /* bounds check x and y */
532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
533 return; 525 return;
534 526
535 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
536 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
537 return; 529 return;
538 530
539 /* set the current square as checked, and add it to the list. 531 /* set the current square as checked, and add it to the list.
540 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
541 /* check off this point */ 533 /* check off this point */
542 layout[x][y] = 1; 534 maze[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++;
546 536
547 /* 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 */
548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 539 find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
550 540
551} 541}
552 542
553/* 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. */
554void 544static void
555find_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)
556{ 546{
557 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 548
560 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 550
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
567 { 553 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
569 for (j = 0; j < RP->Ysize; j++)
570 if (wall_blocked (map, i, j))
571 layout2[i][j] = '#';
572 }
573 555
574 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
576 558
577 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
578 {
579 i = RANDOM () % number_of_free_spots_in_room;
580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i];
582 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
583 562
584 /* deallocate the temp. layout */ 563 *kx = p.x;
585 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
586 free (layout2[i]); 565 }
587
588 free (layout2);
589 free (room_free_spots_x);
590 free (room_free_spots_y);
591} 566}
592
593 567
594/* searches the map for a spot with walls around it. The more 568/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 569 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
597void 571static void
598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
599{ 573{
600 int x, y; 574 int x, y;
601 int i; 575 int i;
602 576
603 x = *cx; 577 x = *cx;
607 { 581 {
608 int lx, ly, sindex; 582 int lx, ly, sindex;
609 583
610 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
611 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
612 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
613 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
615 { 589 {
616 *cx = lx; 590 *cx = lx;
617 *cy = ly; 591 *cy = ly;
625 { 599 {
626 int lx, ly, sindex; 600 int lx, ly, sindex;
627 601
628 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
629 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
630 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
632 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)
633 { 607 {
634 *cx = lx; 608 *cx = lx;
635 *cy = ly; 609 *cy = ly;
642 { 616 {
643 int lx, ly, sindex; 617 int lx, ly, sindex;
644 618
645 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
646 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
647 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
648 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
649 if (sindex) 623 if (sindex)
650 { 624 {
651 *cx = lx; 625 *cx = lx;
652 *cy = ly; 626 *cy = ly;
653 return; 627 return;
654 } 628 }
655 } 629 }
656 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
657 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);
658 632
659 if (i != -1) 633 if (i != -1)
660 { 634 {
661 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
667 *cx = -1; 641 *cx = -1;
668 *cy = -1; 642 *cy = -1;
669 } 643 }
670} 644}
671 645
672void 646static void
673remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
674{ 648{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 650 {
680 if (tmp->head) 651 object *next = tmp->above;
681 tmp = tmp->head; 652
682 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 654 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 655
685 if (tmp == NULL) 656 tmp = next;
686 break;
687 }; 657 }
688} 658}
689 659
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
693object ** 663static object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
695{ 665{
696 int i; 666 int i;
697 char *doors[2]; 667 const char *doors[2];
698 object **doorlist; 668 object **doorlist;
699 int ndoors_made = 0; 669 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 670 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 671
702 /* this is a list we pick from, for horizontal and vertical doors */ 672 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
716 { 686 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 688
719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
720 { /* place a door */ 690 { /* place a door */
721 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
722 692
723 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]);
724 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
725 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
726 ndoors_made++; 696 ndoors_made++;
727 } 697 }
728 } 698 }
729 699
730 return doorlist; 700 return doorlist;
731} 701}
732 702
733
734/* 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. */
735object * 704static object *
736door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
737{ 706{
738 object *tmp;
739
740 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)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 709 return tmp;
710
743 return NULL; 711 return NULL;
744} 712}
745 713
746
747/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
748void 715static void
749find_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)
750{ 717{
751 int i, j; 718 int i, j;
752 object *door; 719 object *door;
753 720
754 /* bounds check x and y */ 721 /* bounds check x and y */
755 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
756 return; 723 return;
757 724
758 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
759 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
760 return; 727 return;
761 728
762 /* check off this point */ 729 /* check off this point */
763 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
764 { /* there could be a door here */ 731 { /* there could be a door here */
765 layout[x][y] = 1; 732 maze[x][y] = 1;
766 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
767 if (door) 734 if (door)
768 { 735 {
769 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
770 if (*ndoors > 1022) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
771 { 739 {
772 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");
773 return; 741 return;
774 } 742 }
776 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
777 } 745 }
778 } 746 }
779 else 747 else
780 { 748 {
781 layout[x][y] = 1; 749 maze[x][y] = 1;
750
782 /* now search all the 8 squares around recursively for free spots,in random order */ 751 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 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);
785 } 756 }
786} 757}
787 758
788/* 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. */
789object ** 760static object **
790find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
791{ 762{
792 char **layout2;
793 object **doorlist;
794 int i, j; 763 int i, j;
795 int ndoors = 0; 764 int ndoors = 0;
796 765
797 doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 767
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
800 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
805 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#';
808 }
809 }
810 775
811 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
812 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
813 778
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 779 return doorlist;
820} 780}
821
822
823 781
824/* 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
825 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
826 784static void
827void
828lock_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)
829{ 786{
830 object *door; 787 object *door;
831 int i; 788 int i;
832 789
833 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
834 791
835 if (opts & DOORED) 792 if (opts & DOORED)
836 { 793 {
837 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
838 { 795 {
839 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
840 char keybuf[1024];
841 797
842 door = doorlist[i]; 798 door = doorlist[i];
843 new_door->face = door->face; 799 new_door->face = door->face;
844 new_door->x = door->x; 800 new_door->x = door->x;
845 new_door->y = door->y; 801 new_door->y = door->y;
846 door->remove ();
847 door->destroy (); 802 door->destroy ();
848 doorlist[i] = new_door; 803 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
851 new_door->slaying = keybuf;
852 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);
853 } 807 }
854 } 808 }
855 809
856 /* 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. */
857 if (opts & HIDDEN) 811 if (opts & HIDDEN)
866 { 820 {
867 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
871 door->face = wallface->face; 826 door->face = wallface->face;
872 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
873 wallface->remove ();
874 wallface->destroy (); 828 wallface->destroy ();
875 } 829 }
876 } 830 }
877 } 831 }
878} 832}

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