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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.28 by root, Mon Apr 16 06:23:42 2007 UTC vs.
Revision 1.60 by root, Sat Apr 23 04:56:54 2011 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 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
46/* a macro to get a strongly centered random distribution, 55/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */ 56 from 0 to x, centered at x/2 */
48static int 57static int
49bc_random (int x) 58bc_random (int x)
50{ 59{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3; 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;
52} 173}
53 174
54/* 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
55 * and doors but not monsters. 176 * and doors but not monsters.
56 * This function is not map tile aware. 177 * This function is not map tile aware.
65 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
66} 187}
67 188
68/* place treasures in the map, given the 189/* place treasures in the map, given the
69map, (required) 190map, (required)
70layout, (required) 191maze, (required)
71treasure 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.)
72treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
73*/ 194*/
74void 195void
75place_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)
76{ 197{
77 char styledirname[1024];
78 char stylefilepath[1024];
79 maptile *style_map = 0;
80 int num_treasures; 198 int num_treasures;
81 199
82 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
83 if (treasure_style) 201 if (treasure_style)
84 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
85 return; 203 return;
86 204
87 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
88 treasureoptions = rndm (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
89 207
90 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
92 { 210 {
93 if (rndm (2)) 211 if (rmg_rndm (2))
94 treasureoptions -= 1; 212 treasureoptions -= 1;
95 else 213 else
96 treasureoptions -= 2; 214 treasureoptions -= 2;
97 } 215 }
98 216
106 224
107 if (num_treasures <= 0) 225 if (num_treasures <= 0)
108 return; 226 return;
109 227
110 /* get the style map */ 228 /* get the style map */
111 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
113 style_map = find_style (styledirname, treasure_style, -1);
114 230
115 if (!style_map) 231 if (!style_map)
116 { 232 {
117 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);
118 return; 234 return;
119 } 235 }
120 236
121 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
122 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
123 { 239 {
124
125 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
126 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
127 { 242 {
128 case LAYOUT_ONION: 243 case LAYOUT_ONION:
129 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
134 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
135 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
136 { 251 {
137 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
138 { 253 {
139 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
140 { 255 {
141 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
142 object **doorlist;
143 object *chest; 257 object *chest;
144 258
145 if (tdiv == 3) 259 if (tdiv == 3)
146 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
147 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
148 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
149 if (!chest) 265 if (!chest)
150 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
151 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
152 { 269 {
153 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist); 272 free (doorlist);
156 } 273 }
157 } 274 }
158 } 275 }
159 } 276 }
160 break; 277 break;
161 } 278 }
279
162 default: 280 default:
163 { 281 {
164 int i, j, tries; 282 int i, j, tries;
165 object *chest; 283 object *chest;
166 object **doorlist; 284 object **doorlist;
167 285
168 i = j = -1; 286 i = j = -1;
169 tries = 0; 287 tries = 0;
170 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
171 { 289 {
172 i = rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
174 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
175 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
176 i = -1; 296 i = -1;
297
177 tries++; 298 tries++;
178 } 299 }
300
179 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
180 if (!chest) 303 if (!chest)
181 return; 304 return;
305
182 i = chest->x; 306 i = chest->x;
183 j = chest->y; 307 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
185 { 309 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
187 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
188 free (doorlist); 312 free (doorlist);
189 } 313 }
190 } 314 }
191 } 315 }
192 } 316 }
193 else 317 else
194 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
195 int ti, i, j; 319 int ti, i, j;
196 320
197 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
198 { 322 {
199 i = rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 326 }
203 } 327 }
204} 328}
205 329
206/* 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
207 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,
208 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 */
209 333static object *
210object *
211place_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)
212{ 335{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 337
218 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
219 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
220 if (i == -1) 340 if (i == -1)
221 { 341 {
222 the_chest->destroy (); 342 the_chest->destroy ();
223 return NULL; 343 return NULL;
224 } 344 }
225 345
226 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
227 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
228 348
229 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
231 return 0; 351 return 0;
232 352
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 360
241 if (tlist != NULL) 361 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 363 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 365
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
247 } 367 }
248 else 368 else
249 { /* use the style map */ 369 { /* use the style map */
250 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
259 } 379 }
260 380
261 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
263 { 383 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
265 object *the_trap;
266 385
267 if (trap_map) 386 if (trap_map)
268 { 387 {
269 the_trap = trap_map->pick_random_object (); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
270 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
272 if (the_trap) 393 if (the_trap)
273 { 394 {
274 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 396
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 397 new_trap->x = x;
279 new_trap->y = y; 398 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
281 } 400 }
282 } 401 }
285 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
286 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
287 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 408 {
290 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
295 } 411 }
296 412
297 /* actually place the chest. */ 413 /* actually place the chest. */
298 the_chest->x = xl; 414 the_chest->x = xl;
299 the_chest->y = yl; 415 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest; 417 return the_chest;
302} 418}
303 419
304
305/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
306 or walls */ 421static object *
307object *
308find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
309{ 423{
310 int i; 424 int i;
311 425
312 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
313 { 427 {
314 int lx, ly; 428 int lx, ly;
315 429
316 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
317 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
318 /* boundscheck */ 432 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
320 /* 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. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 436 {
323 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
324 438
325 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
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
327 return the_monster; 443 return the_monster;
328 } 444 }
329 } 445 }
330 return NULL; 446 return NULL;
331} 447}
332 448
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345int
346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347{
348 int i, j;
349 int kx = 0, ky = 0;
350 object *the_keymaster; /* the monster that gets the key. */
351 object *the_key;
352
353 /* get a key and set its keycode */
354 the_key = get_archetype ("key2");
355 the_key->slaying = keycode;
356
357 if (door_flag == PASS_DOORS)
358 {
359 int tries = 0;
360
361 the_keymaster = 0;
362 while (tries < 15 && !the_keymaster)
363 {
364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
366 tries++;
367 the_keymaster = find_closest_monster (map, i, j, RP);
368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (!the_keymaster)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
389 }
390 }
391 else
392 { /* NO_PASS_DOORS --we have to work harder. */
393 /* don't try to keyplace if we're sitting on a blocked square and
394 NO_PASS_DOORS is set. */
395 if (n_keys == 1)
396 {
397 if (wall_blocked (map, x, y))
398 return 0;
399
400 the_keymaster = find_monster_in_room (map, x, y, RP);
401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
402 find_spot_in_room (map, x, y, &kx, &ky, RP);
403 }
404 else
405 {
406 int sum = 0; /* count how many keys we actually place */
407
408 /* I'm lazy, so just try to place in all 4 directions. */
409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
415 { /* diagonally this time. */
416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
431 return 1;
432 }
433
434 insert_ob_in_ob (the_key, the_keymaster);
435 return 1;
436}
437
438
439
440/* 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. */
441 450
442object *theMonsterToFind; 451static object *theMonsterToFind;
443 452
444/* 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.
445 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 */
446 455static object *
447object *
448find_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)
449{ 457{
450 int i, j; 458 int i, j;
451 459
452 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
453 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
454 return theMonsterToFind; 462 return theMonsterToFind;
455 463
456 /* bounds check x and y */ 464 /* bounds check x and y */
457 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
458 return theMonsterToFind; 466 return theMonsterToFind;
459 467
460 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
461 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
462 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
463 471
464 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
465 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
466 layout[x][y] = 1; 474 maze[x][y] = 1;
467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 { 476 {
469 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
470 478
471 /* check off this point */ 479 /* check off this point */
472 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);
473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
474 { 482 {
475 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
476 return theMonsterToFind; 484 return theMonsterToFind;
477 } 485 }
478 } 486 }
479 487
480 /* 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 */
481 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++)
482 { 490 {
483 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]);
484 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
485 return theMonsterToFind; 493 return theMonsterToFind;
486 } 494 }
495
487 return theMonsterToFind; 496 return theMonsterToFind;
488} 497}
489
490 498
491/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
492 real work. */ 500 real work. */
493 501static object *
494object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
496{ 503{
497 char **layout2; 504 layout layout2 (map->width, map->height);
498 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;
499 510
500 theMonsterToFind = 0; 511 theMonsterToFind = 0;
501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
502 /* allocate and copy the layout, converting C to 0. */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
506 for (j = 0; j < RP->Ysize; j++)
507 {
508 if (wall_blocked (map, i, j))
509 layout2[i][j] = '#';
510 }
511 }
512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
513
514 /* deallocate the temp. layout */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 free (layout2[i]);
518 }
519 free (layout2);
520 513
521 return theMonsterToFind; 514 return theMonsterToFind;
522} 515}
523
524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
525int *room_free_spots_x;
526int *room_free_spots_y;
527int number_of_free_spots_in_room;
528 516
529/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
530a 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
531that datastructure. */ 519that datastructure. */
532void 520static void
533find_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)
534{ 522{
535 int i, j;
536
537 /* bounds check x and y */ 523 /* bounds check x and y */
538 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
539 return; 525 return;
540 526
541 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
542 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
543 return; 529 return;
544 530
545 /* 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.
546 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
547 /* check off this point */ 533 /* check off this point */
548 layout[x][y] = 1; 534 maze[x][y] = 1;
549 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
550 room_free_spots_y[number_of_free_spots_in_room] = y;
551 number_of_free_spots_in_room++;
552 536
553 /* 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 */
554 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++)
555 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]);
556 540
557} 541}
558 542
559/* 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. */
560void 544static void
561find_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)
562{ 546{
563 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
564 int i, j;
565 548
566 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
567 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
569 550
570 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
571 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
573 { 553 for (int j = 0; j < map->height; j++)
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
575 for (j = 0; j < RP->Ysize; j++)
576 if (wall_blocked (map, i, j))
577 layout2[i][j] = '#';
578 }
579 555
580 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
581 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
582 558
583 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
584 {
585 i = rndm (number_of_free_spots_in_room);
586 *kx = room_free_spots_x[i];
587 *ky = room_free_spots_y[i];
588 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
589 562
590 /* deallocate the temp. layout */ 563 *kx = p.x;
591 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
592 free (layout2[i]); 565 }
593
594 free (layout2);
595 free (room_free_spots_x);
596 free (room_free_spots_y);
597} 566}
598
599 567
600/* 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
601 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
602 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
603void 571static void
604find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
605{ 573{
606 int x, y; 574 int x, y;
607 int i; 575 int i;
608 576
609 x = *cx; 577 x = *cx;
613 { 581 {
614 int lx, ly, sindex; 582 int lx, ly, sindex;
615 583
616 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
617 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
618 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
619 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
620 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
621 { 589 {
622 *cx = lx; 590 *cx = lx;
623 *cy = ly; 591 *cy = ly;
631 { 599 {
632 int lx, ly, sindex; 600 int lx, ly, sindex;
633 601
634 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
635 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
636 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
637 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
638 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)
639 { 607 {
640 *cx = lx; 608 *cx = lx;
641 *cy = ly; 609 *cy = ly;
648 { 616 {
649 int lx, ly, sindex; 617 int lx, ly, sindex;
650 618
651 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
652 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
653 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
654 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
655 if (sindex) 623 if (sindex)
656 { 624 {
657 *cx = lx; 625 *cx = lx;
658 *cy = ly; 626 *cy = ly;
659 return; 627 return;
660 } 628 }
661 } 629 }
662 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
663 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);
664 632
665 if (i != -1) 633 if (i != -1)
666 { 634 {
667 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
668 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
673 *cx = -1; 641 *cx = -1;
674 *cy = -1; 642 *cy = -1;
675 } 643 }
676} 644}
677 645
678void 646static void
679remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
680{ 648{
681 object *tmp;
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 650 {
686 if (tmp->head) 651 object *next = tmp->above;
687 tmp = tmp->head; 652
688 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
689 tmp->destroy (); 654 tmp->head_ ()->destroy ();
690 tmp = GET_MAP_OB (map, x, y); 655
691 if (tmp == NULL) 656 tmp = next;
692 break;
693 }; 657 }
694} 658}
695 659
696/* 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
697 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
698 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
699object ** 663static object **
700surround_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)
701{ 665{
702 int i; 666 int i;
703 const char *doors[2]; 667 const char *doors[2];
704 object **doorlist; 668 object **doorlist;
705 int ndoors_made = 0; 669 int ndoors_made = 0;
720 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
721 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
722 { 686 {
723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
724 688
725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
726 { /* place a door */ 690 { /* place a door */
727 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
728 692
729 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 693 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
734 } 698 }
735 699
736 return doorlist; 700 return doorlist;
737} 701}
738 702
739
740/* 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. */
741object * 704static object *
742door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
743{ 706{
744 object *tmp;
745
746 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)
747 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
748 return tmp; 709 return tmp;
710
749 return NULL; 711 return NULL;
750} 712}
751 713
752
753/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
754void 715static void
755find_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)
756{ 717{
757 int i, j; 718 int i, j;
758 object *door; 719 object *door;
759 720
760 /* bounds check x and y */ 721 /* bounds check x and y */
761 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
762 return; 723 return;
763 724
764 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
765 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
766 return; 727 return;
767 728
768 /* check off this point */ 729 /* check off this point */
769 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
770 { /* there could be a door here */ 731 { /* there could be a door here */
771 layout[x][y] = 1; 732 maze[x][y] = 1;
772 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
773 if (door) 734 if (door)
774 { 735 {
775 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
776 if (*ndoors > 1022) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
777 { 739 {
778 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");
779 return; 741 return;
780 } 742 }
782 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
783 } 745 }
784 } 746 }
785 else 747 else
786 { 748 {
787 layout[x][y] = 1; 749 maze[x][y] = 1;
788 750
789 /* 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 */
790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
791 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
793 doorlist, ndoors, RP); 755 doorlist, ndoors);
794 } 756 }
795} 757}
796 758
797/* find a random non-blocked spot in this room to drop a key. */ 759/* find a random non-blocked spot in this room to drop a key. */
798object ** 760static object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
800{ 762{
801 char **layout2;
802 object **doorlist;
803 int i, j; 763 int i, j;
804 int ndoors = 0; 764 int ndoors = 0;
805 765
806 doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 767
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
809 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
814 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 775
820 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
822 778
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 779 return doorlist;
829} 780}
830
831
832 781
833/* locks and/or hides all the doors in doorlist, or does nothing if 782/* locks and/or hides all the doors in doorlist, or does nothing if
834 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
835 784static void
836void
837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{ 786{
839 object *door; 787 object *door;
840 int i; 788 int i;
841 789
842 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
843 791
844 if (opts & DOORED) 792 if (opts & DOORED)
845 { 793 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
847 { 795 {
848 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = get_archetype (shstr_locked_door1);
849 char keybuf[1024];
850 797
851 door = doorlist[i]; 798 door = doorlist[i];
852 new_door->face = door->face; 799 new_door->face = door->face;
853 new_door->x = door->x; 800 new_door->x = door->x;
854 new_door->y = door->y; 801 new_door->y = door->y;
855 door->remove ();
856 door->destroy (); 802 door->destroy ();
857 doorlist[i] = new_door; 803 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", rndm (1000000000)); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
860 new_door->slaying = keybuf;
861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
862 } 807 }
863 } 808 }
864 809
865 /* change the faces of the doors and surrounding walls to hide them. */ 810 /* change the faces of the doors and surrounding walls to hide them. */
866 if (opts & HIDDEN) 811 if (opts & HIDDEN)
875 { 820 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
880 door->face = wallface->face; 826 door->face = wallface->face;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
882 wallface->remove ();
883 wallface->destroy (); 828 wallface->destroy ();
884 } 829 }
885 } 830 }
886 } 831 }
887} 832}

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