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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.31 by root, Sun Aug 26 15:31:04 2007 UTC vs.
Revision 1.66 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
25 26
26#include <global.h> 27#include <global.h>
27#include <random_map.h> 28#include <rmg.h>
28#include <rproto.h> 29#include <rproto.h>
29 30
30/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
31 32
32#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. */
40#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 */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 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
45/* a macro to get a strongly centered random distribution, 55/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 56 from 0 to x, centered at x/2 */
47static int 57static int
48bc_random (int x) 58bc_random (int x)
49{ 59{
50 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 += DIRX (freeindex);
120 ky += DIRY (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;
51} 173}
52 174
53/* 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
54 * and doors but not monsters. 176 * and doors but not monsters.
55 * This function is not map tile aware. 177 * This function is not map tile aware.
62 184
63 m->at (x, y).update (); 185 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 187}
66 188
67/* place treasures in the map, given the 189/* place treasures in the map, given the
68map, (required) 190map, (required)
69layout, (required) 191maze, (required)
70treasure 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.)
71treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
72*/ 194*/
73void 195void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 197{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 198 int num_treasures;
80 199
81 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 201 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
84 return; 203 return;
85 204
86 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 207
89 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 210 {
92 if (rndm (2)) 211 if (rmg_rndm (2))
93 treasureoptions -= 1; 212 treasureoptions -= 1;
94 else 213 else
95 treasureoptions -= 2; 214 treasureoptions -= 2;
96 } 215 }
97 216
105 224
106 if (num_treasures <= 0) 225 if (num_treasures <= 0)
107 return; 226 return;
108 227
109 /* get the style map */ 228 /* get the style map */
110 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
112 style_map = find_style (styledirname, treasure_style, -1);
113 230
114 if (!style_map) 231 if (!style_map)
115 { 232 {
116 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);
117 return; 234 return;
118 } 235 }
119 236
120 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
122 { 239 {
123
124 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
126 { 242 {
127 case LAYOUT_ONION: 243 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
133 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
134 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
135 { 251 {
136 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
137 { 253 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
139 { 255 {
140 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest; 257 object *chest;
143 258
144 if (tdiv == 3) 259 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
146 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
147 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
148 if (!chest) 265 if (!chest)
149 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
150 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
151 { 269 {
152 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist); 272 free (doorlist);
155 } 273 }
156 } 274 }
157 } 275 }
158 } 276 }
159 break; 277 break;
160 } 278 }
279
161 default: 280 default:
162 { 281 {
163 int i, j, tries; 282 int i, j, tries;
164 object *chest; 283 object *chest;
165 object **doorlist; 284 object **doorlist;
166 285
167 i = j = -1; 286 i = j = -1;
168 tries = 0; 287 tries = 0;
169 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
170 { 289 {
171 i = rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
173 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
174 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
175 i = -1; 296 i = -1;
297
176 tries++; 298 tries++;
177 } 299 }
300
178 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
179 if (!chest) 303 if (!chest)
180 return; 304 return;
305
181 i = chest->x; 306 i = chest->x;
182 j = chest->y; 307 j = chest->y;
183 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
184 { 309 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
186 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
187 free (doorlist); 312 free (doorlist);
188 } 313 }
189 } 314 }
190 } 315 }
191 } 316 }
192 else 317 else
193 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
194 int ti, i, j; 319 int ti, i, j;
195 320
196 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
197 { 322 {
198 i = rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
199 j = rndm (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
200 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
201 } 326 }
202 } 327 }
203} 328}
204 329
205/* 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
206 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,
207 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 */
208 333static object *
209object *
210place_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)
211{ 335{
212 object *the_chest;
213 int i, xl, yl;
214
215 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
216 337
217 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
218 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
219 if (i == -1) 340 if (i == -1)
220 { 341 {
221 the_chest->destroy (); 342 the_chest->destroy ();
222 return NULL; 343 return NULL;
223 } 344 }
224 345
225 xl = x + freearr_x[i]; 346 int xl = x + DIRX (i);
226 yl = y + freearr_y[i]; 347 int yl = y + DIRY (i);
227 348
228 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
229 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
230 return 0; 351 return 0;
231 352
238 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
239 360
240 if (tlist != NULL) 361 if (tlist != NULL)
241 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
242 { /* use the treasure list */ 363 { /* use the treasure list */
243 object *new_treasure = style_map->pick_random_object (); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
244 365
245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
246 } 367 }
247 else 368 else
248 { /* use the style map */ 369 { /* use the style map */
249 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
258 } 379 }
259 380
260 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
262 { 383 {
263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
264 object *the_trap;
265 385
266 if (trap_map) 386 if (trap_map)
267 { 387 {
268 the_trap = trap_map->pick_random_object (); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
269 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
271 if (the_trap) 393 if (the_trap)
272 { 394 {
273 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 396
275 new_trap = arch_to_object (the_trap->arch);
276 new_trap->copy_to (the_trap);
277 new_trap->x = x; 397 new_trap->x = x;
278 new_trap->y = y; 398 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
280 } 400 }
281 } 401 }
284 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
285 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
286 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
288 { 408 {
289 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
290
291 sprintf (keybuf, "%d", rndm (1000000000));
292 the_chest->slaying = keybuf;
293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
294 } 411 }
295 412
296 /* actually place the chest. */ 413 /* actually place the chest. */
297 the_chest->x = xl; 414 the_chest->x = xl;
298 the_chest->y = yl; 415 the_chest->y = yl;
299 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
300 return the_chest; 417 return the_chest;
301} 418}
302 419
303
304/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
305 or walls */ 421static object *
306object *
307find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
308{ 423{
309 int i; 424 int i;
310 425
311 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
312 { 427 {
313 int lx, ly; 428 int lx, ly;
314 429
315 lx = x + freearr_x[i]; 430 lx = x + DIRX (i);
316 ly = y + freearr_y[i]; 431 ly = y + DIRY (i);
317 /* boundscheck */ 432 /* boundscheck */
318 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
319 /* 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. */
320 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
321 { 436 {
322 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
323 438
324 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
325 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
326 return the_monster; 443 return the_monster;
327 } 444 }
328 } 445 }
329 return NULL; 446 return NULL;
330} 447}
331 448
332
333
334/* places keys in the map, preferably in something alive.
335 keycode is the key's code,
336 door_flag is either PASS_DOORS or NO_PASS_DOORS.
337 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
338 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
340
341 The idea is that you call keyplace on x,y where a door is, and it'll make
342 sure a key is placed on both sides of the door.
343*/
344int
345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
346{
347 int i, j;
348 int kx = 0, ky = 0;
349 object *the_keymaster; /* the monster that gets the key. */
350 object *the_key;
351
352 /* get a key and set its keycode */
353 the_key = get_archetype ("key2");
354 the_key->slaying = keycode;
355
356 if (door_flag == PASS_DOORS)
357 {
358 int tries = 0;
359
360 the_keymaster = 0;
361 while (tries < 15 && !the_keymaster)
362 {
363 i = rndm (RP->Xsize - 2) + 1;
364 j = rndm (RP->Ysize - 2) + 1;
365 tries++;
366 the_keymaster = find_closest_monster (map, i, j, RP);
367 }
368
369 /* if we don't find a good keymaster, drop the key on the ground. */
370 if (!the_keymaster)
371 {
372 int freeindex;
373
374 freeindex = -1;
375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
376 {
377 kx = rndm (RP->Xsize - 2) + 1;
378 ky = rndm (RP->Ysize - 2) + 1;
379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
380 }
381
382 // can freeindex ever be < 0?
383 if (freeindex >= 0)
384 {
385 kx += freearr_x [freeindex];
386 ky += freearr_y [freeindex];
387 }
388 }
389 }
390 else
391 { /* NO_PASS_DOORS --we have to work harder. */
392 /* don't try to keyplace if we're sitting on a blocked square and
393 NO_PASS_DOORS is set. */
394 if (n_keys == 1)
395 {
396 if (wall_blocked (map, x, y))
397 return 0;
398
399 the_keymaster = find_monster_in_room (map, x, y, RP);
400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
401 find_spot_in_room (map, x, y, &kx, &ky, RP);
402 }
403 else
404 {
405 int sum = 0; /* count how many keys we actually place */
406
407 /* I'm lazy, so just try to place in all 4 directions. */
408 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
414 { /* diagonally this time. */
415 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
420
421 return 1;
422 }
423 }
424
425 if (!the_keymaster)
426 {
427 the_key->x = kx;
428 the_key->y = ky;
429 insert_ob_in_map (the_key, map, NULL, 0);
430 return 1;
431 }
432
433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
434 return 1;
435}
436
437
438
439/* 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. */
440 450
441object *theMonsterToFind; 451static object *theMonsterToFind;
442 452
443/* 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.
444 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 */
445 455static object *
446object *
447find_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)
448{ 457{
449 int i, j; 458 int i, j;
450 459
451 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
452 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
453 return theMonsterToFind; 462 return theMonsterToFind;
454 463
455 /* bounds check x and y */ 464 /* bounds check x and y */
456 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
457 return theMonsterToFind; 466 return theMonsterToFind;
458 467
459 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
460 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
461 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
462 471
463 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
464 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
465 layout[x][y] = 1; 474 maze[x][y] = 1;
466 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
467 { 476 {
468 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
469 478
470 /* check off this point */ 479 /* check off this point */
471 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);
472 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
473 { 482 {
474 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
475 return theMonsterToFind; 484 return theMonsterToFind;
476 } 485 }
477 } 486 }
478 487
479 /* 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 */
480 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++)
481 { 490 {
482 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 + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
483 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
484 return theMonsterToFind; 493 return theMonsterToFind;
485 } 494 }
495
486 return theMonsterToFind; 496 return theMonsterToFind;
487} 497}
488
489 498
490/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
491 real work. */ 500 real work. */
492 501static object *
493object *
494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
495{ 503{
496 char **layout2; 504 layout layout2 (map->width, map->height);
497 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;
498 510
499 theMonsterToFind = 0; 511 theMonsterToFind = 0;
500 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
501 /* allocate and copy the layout, converting C to 0. */
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
505 for (j = 0; j < RP->Ysize; j++)
506 {
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510 }
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
512
513 /* deallocate the temp. layout */
514 for (i = 0; i < RP->Xsize; i++)
515 {
516 free (layout2[i]);
517 }
518 free (layout2);
519 513
520 return theMonsterToFind; 514 return theMonsterToFind;
521} 515}
522
523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
524int *room_free_spots_x;
525int *room_free_spots_y;
526int number_of_free_spots_in_room;
527 516
528/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
529a 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
530that datastructure. */ 519that datastructure. */
531void 520static void
532find_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)
533{ 522{
534 int i, j;
535
536 /* bounds check x and y */ 523 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
538 return; 525 return;
539 526
540 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
541 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
542 return; 529 return;
543 530
544 /* 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.
545 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
546 /* check off this point */ 533 /* check off this point */
547 layout[x][y] = 1; 534 maze[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
549 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++;
551 536
552 /* 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 */
553 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++)
554 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 + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
555 540
556} 541}
557 542
558/* 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. */
559void 544static void
560find_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)
561{ 546{
562 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
563 int i, j;
564 548
565 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
566 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
567 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568 550
569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
570 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
571 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
572 { 553 for (int j = 0; j < map->height; j++)
573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
574 for (j = 0; j < RP->Ysize; j++)
575 if (wall_blocked (map, i, j))
576 layout2[i][j] = '#';
577 }
578 555
579 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
580 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
581 558
582 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
583 {
584 i = rndm (number_of_free_spots_in_room);
585 *kx = room_free_spots_x[i];
586 *ky = room_free_spots_y[i];
587 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
588 562
589 /* deallocate the temp. layout */ 563 *kx = p.x;
590 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
591 free (layout2[i]); 565 }
592
593 free (layout2);
594 free (room_free_spots_x);
595 free (room_free_spots_y);
596} 566}
597
598 567
599/* 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
600 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
601 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
602void 571static void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
604{ 573{
605 int x, y; 574 int x, y;
606 int i; 575 int i;
607 576
608 x = *cx; 577 x = *cx;
610 579
611 for (i = 0; i <= SIZEOFFREE1; i++) 580 for (i = 0; i <= SIZEOFFREE1; i++)
612 { 581 {
613 int lx, ly, sindex; 582 int lx, ly, sindex;
614 583
615 lx = x + freearr_x[i]; 584 lx = x + DIRX (i);
616 ly = y + freearr_y[i]; 585 ly = y + DIRY (i);
617 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
618 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
620 { 589 {
621 *cx = lx; 590 *cx = lx;
622 *cy = ly; 591 *cy = ly;
628 spots--try to find someplace which is 2x enclosed. */ 597 spots--try to find someplace which is 2x enclosed. */
629 for (i = 0; i <= SIZEOFFREE1; i++) 598 for (i = 0; i <= SIZEOFFREE1; i++)
630 { 599 {
631 int lx, ly, sindex; 600 int lx, ly, sindex;
632 601
633 lx = x + freearr_x[i]; 602 lx = x + DIRX (i);
634 ly = y + freearr_y[i]; 603 ly = y + DIRY (i);
635 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
636 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 606 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
638 { 607 {
639 *cx = lx; 608 *cx = lx;
640 *cy = ly; 609 *cy = ly;
645 /* settle for one surround point */ 614 /* settle for one surround point */
646 for (i = 0; i <= SIZEOFFREE1; i++) 615 for (i = 0; i <= SIZEOFFREE1; i++)
647 { 616 {
648 int lx, ly, sindex; 617 int lx, ly, sindex;
649 618
650 lx = x + freearr_x[i]; 619 lx = x + DIRX (i);
651 ly = y + freearr_y[i]; 620 ly = y + DIRY (i);
652 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
653 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
654 if (sindex) 623 if (sindex)
655 { 624 {
656 *cx = lx; 625 *cx = lx;
657 *cy = ly; 626 *cy = ly;
658 return; 627 return;
659 } 628 }
660 } 629 }
661 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 632
664 if (i != -1) 633 if (i != -1)
665 { 634 {
666 *cx = x + freearr_x[i]; 635 *cx = x + DIRX (i);
667 *cy = y + freearr_y[i]; 636 *cy = y + DIRY (i);
668 } 637 }
669 else 638 else
670 { 639 {
671 /* indicate failure */ 640 /* indicate failure */
672 *cx = -1; 641 *cx = -1;
673 *cy = -1; 642 *cy = -1;
674 } 643 }
675} 644}
676 645
677void 646static void
678remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
679{ 648{
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 650 {
685 if (tmp->head) 651 object *next = tmp->above;
686 tmp = tmp->head; 652
687 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 654 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 655
690 if (tmp == NULL) 656 tmp = next;
691 break;
692 }; 657 }
693} 658}
694 659
695/* 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
696 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
697 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
698object ** 663static object **
699surround_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)
700{ 665{
701 int i; 666 int i;
702 const char *doors[2]; 667 const char *doors[2];
703 object **doorlist; 668 object **doorlist;
704 int ndoors_made = 0; 669 int ndoors_made = 0;
717 } 682 }
718 683
719 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
720 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
721 { 686 {
722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + DIRX (i), y1 = y + DIRY (i);
723 688
724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
725 { /* place a door */ 690 { /* place a door */
726 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
727 692
728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 693 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
729 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
730 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 696 ndoors_made++;
732 } 697 }
733 } 698 }
734 699
735 return doorlist; 700 return doorlist;
736} 701}
737 702
738
739/* 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. */
740object * 704static object *
741door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
742{ 706{
743 object *tmp;
744
745 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)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 709 return tmp;
710
748 return NULL; 711 return NULL;
749} 712}
750 713
751
752/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
753void 715static void
754find_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)
755{ 717{
756 int i, j; 718 int i, j;
757 object *door; 719 object *door;
758 720
759 /* bounds check x and y */ 721 /* bounds check x and y */
760 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
761 return; 723 return;
762 724
763 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
764 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
765 return; 727 return;
766 728
767 /* check off this point */ 729 /* check off this point */
768 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
769 { /* there could be a door here */ 731 { /* there could be a door here */
770 layout[x][y] = 1; 732 maze[x][y] = 1;
771 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
772 if (door) 734 if (door)
773 { 735 {
774 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
775 if (*ndoors > 1022) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
776 { 739 {
777 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");
778 return; 741 return;
779 } 742 }
781 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
782 } 745 }
783 } 746 }
784 else 747 else
785 { 748 {
786 layout[x][y] = 1; 749 maze[x][y] = 1;
787 750
788 /* 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 */
789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
790 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 754 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
792 doorlist, ndoors, RP); 755 doorlist, ndoors);
793 } 756 }
794} 757}
795 758
796/* 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. */
797object ** 760static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
799{ 762{
800 char **layout2;
801 object **doorlist;
802 int i, j; 763 int i, j;
803 int ndoors = 0; 764 int ndoors = 0;
804 765
805 doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 767
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
808 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
813 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 775
819 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
821 778
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 779 return doorlist;
828} 780}
829
830
831 781
832/* 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
833 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
834 784static void
835void
836lock_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)
837{ 786{
838 object *door; 787 object *door;
839 int i; 788 int i;
840 789
841 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
842 791
843 if (opts & DOORED) 792 if (opts & DOORED)
844 { 793 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
846 { 795 {
847 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
848 char keybuf[1024];
849 797
850 door = doorlist[i]; 798 door = doorlist[i];
851 new_door->face = door->face; 799 new_door->face = door->face;
852 new_door->x = door->x; 800 new_door->x = door->x;
853 new_door->y = door->y; 801 new_door->y = door->y;
854 door->remove ();
855 door->destroy (); 802 door->destroy ();
856 doorlist[i] = new_door; 803 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", rndm (1000000000)); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
859 new_door->slaying = keybuf;
860 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);
861 } 807 }
862 } 808 }
863 809
864 /* 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. */
865 if (opts & HIDDEN) 811 if (opts & HIDDEN)
874 { 820 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
879 door->face = wallface->face; 826 door->face = wallface->face;
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
881 wallface->remove ();
882 wallface->destroy (); 828 wallface->destroy ();
883 } 829 }
884 } 830 }
885 } 831 }
886} 832}

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