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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.56 by root, Fri Jul 2 03:40:14 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 * Deliantra 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 <support@deliantra.net> 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. */
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, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
51} 174}
52 175
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
69layout, (required) 192layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
72*/ 195*/
73void 196void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 198{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 199 int num_treasures;
80 200
81 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 202 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
84 return; 204 return;
85 205
86 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 208
89 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 211 {
92 if (rndm (2)) 212 if (rmg_rndm (2))
93 treasureoptions -= 1; 213 treasureoptions -= 1;
94 else 214 else
95 treasureoptions -= 2; 215 treasureoptions -= 2;
96 } 216 }
97 217
105 225
106 if (num_treasures <= 0) 226 if (num_treasures <= 0)
107 return; 227 return;
108 228
109 /* get the style map */ 229 /* get the style map */
110 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 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);
113 231
114 if (!style_map) 232 if (!style_map)
115 { 233 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
117 return; 235 return;
118 } 236 }
119 237
120 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
122 { 240 {
123
124 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
126 { 243 {
127 case LAYOUT_ONION: 244 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
140 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
141 object *chest; 258 object *chest;
142 259
143 if (tdiv == 3) 260 if (tdiv == 3)
144 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
145 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147 265
148 if (!chest) 266 if (!chest)
149 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
157 } 275 }
158 } 276 }
159 } 277 }
160 break; 278 break;
161 } 279 }
280
162 default: 281 default:
163 { 282 {
164 int i, j, tries; 283 int i, j, tries;
165 object *chest; 284 object *chest;
166 object **doorlist; 285 object **doorlist;
167 286
168 i = j = -1; 287 i = j = -1;
169 tries = 0; 288 tries = 0;
170 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
171 { 290 {
172 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
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, layout, i, j, treasureoptions);
194 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
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, RP);
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, random_map_params *RP)
309{ 423{
310 int i; 424 int i;
311 425
312 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
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 != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
327 return the_monster; 441 return the_monster;
328 } 442 }
329 } 443 }
330 return NULL; 444 return NULL;
331} 445}
332 446
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->head_ ());
435 return 1;
436}
437
438
439
440/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
441 448
442object *theMonsterToFind; 449static object *theMonsterToFind;
443 450
444/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
445 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the layout, converting 0's to 1's */
446 453static object *
447object *
448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
449{ 455{
450 int i, j; 456 int i, j;
451 457
452 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 { 474 {
469 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
470 476
471 /* check off this point */ 477 /* check off this point */
472 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
474 { 480 {
475 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
476 return theMonsterToFind; 482 return theMonsterToFind;
477 } 483 }
478 } 484 }
479 485
480 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
482 { 488 {
483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
484 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
485 return theMonsterToFind; 491 return theMonsterToFind;
486 } 492 }
493
487 return theMonsterToFind; 494 return theMonsterToFind;
488} 495}
489
490 496
491/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
492 real work. */ 498 real work. */
493 499static object *
494object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
496{ 501{
497 char **layout2; 502 Layout layout2 (map->width, map->height);
498 int i, j; 503
504 // find walls
505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2.h; j++)
507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
499 508
500 theMonsterToFind = 0; 509 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 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 511
513 /* deallocate the temp. layout */
514 for (i = 0; i < RP->Xsize; i++)
515 free (layout2[i]);
516
517 free (layout2);
518
519 return theMonsterToFind; 512 return theMonsterToFind;
520} 513}
521 514
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 516static int *room_free_spots_x;
524int *room_free_spots_y; 517static int *room_free_spots_y;
525int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
526 519
527/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 522that datastructure. */
530void 523static void
531find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
532{ 525{
533 int i, j; 526 int i, j;
534 527
535 /* bounds check x and y */ 528 /* bounds check x and y */
547 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
548 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
549 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
550 543
551 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
554 547
555} 548}
556 549
557/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
558void 551static void
559find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
560{ 553{
561 char **layout2; 554 char **layout2;
562 int i, j; 555 int i, j;
563 556
578 /* setup num_free_spots and room_free_spots */ 571 /* setup num_free_spots and room_free_spots */
579 find_spot_in_room_recursive (layout2, x, y, RP); 572 find_spot_in_room_recursive (layout2, x, y, RP);
580 573
581 if (number_of_free_spots_in_room > 0) 574 if (number_of_free_spots_in_room > 0)
582 { 575 {
583 i = rndm (number_of_free_spots_in_room); 576 i = rmg_rndm (number_of_free_spots_in_room);
584 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
585 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
586 } 579 }
587 580
588 /* deallocate the temp. layout */ 581 /* deallocate the temp. layout */
596 589
597 590
598/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
599 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
600 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
601void 594static void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 596{
604 int x, y; 597 int x, y;
605 int i; 598 int i;
606 599
611 { 604 {
612 int lx, ly, sindex; 605 int lx, ly, sindex;
613 606
614 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
615 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
616 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
617 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 { 612 {
620 *cx = lx; 613 *cx = lx;
621 *cy = ly; 614 *cy = ly;
629 { 622 {
630 int lx, ly, sindex; 623 int lx, ly, sindex;
631 624
632 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
633 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
634 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
635 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
637 { 630 {
638 *cx = lx; 631 *cx = lx;
639 *cy = ly; 632 *cy = ly;
646 { 639 {
647 int lx, ly, sindex; 640 int lx, ly, sindex;
648 641
649 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
650 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
651 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
652 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex) 646 if (sindex)
654 { 647 {
655 *cx = lx; 648 *cx = lx;
656 *cy = ly; 649 *cy = ly;
657 return; 650 return;
658 } 651 }
659 } 652 }
660 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 655
663 if (i != -1) 656 if (i != -1)
664 { 657 {
665 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
671 *cx = -1; 664 *cx = -1;
672 *cy = -1; 665 *cy = -1;
673 } 666 }
674} 667}
675 668
676void 669static void
677remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
678{ 671{
679 object *tmp;
680
681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
683 { 673 {
684 if (tmp->head) 674 object *next = tmp->above;
685 tmp = tmp->head; 675
686 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
687 tmp->destroy (); 677 tmp->head_ ()->destroy ();
688 tmp = GET_MAP_OB (map, x, y); 678
689 if (tmp == NULL) 679 tmp = next;
690 break;
691 }; 680 }
692} 681}
693 682
694/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
695 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
696 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
697object ** 686static object **
698surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
699{ 688{
700 int i; 689 int i;
701 const char *doors[2]; 690 const char *doors[2];
702 object **doorlist; 691 object **doorlist;
732 } 721 }
733 722
734 return doorlist; 723 return doorlist;
735} 724}
736 725
737
738/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
739object * 727static object *
740door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
741{ 729{
742 object *tmp;
743
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 732 return tmp;
733
747 return NULL; 734 return NULL;
748} 735}
749 736
750/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
751void 738static void
752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
753{ 740{
754 int i, j; 741 int i, j;
755 object *door; 742 object *door;
756 743
783 else 770 else
784 { 771 {
785 layout[x][y] = 1; 772 layout[x][y] = 1;
786 773
787 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
789 find_doors_in_room_recursive (layout, map, 776 find_doors_in_room_recursive (layout, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
792 } 779 }
793} 780}
794 781
795/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
796object ** 783static object **
797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
798{ 785{
799 int i, j; 786 int i, j;
800 int ndoors = 0; 787 int ndoors = 0;
801 788
802 object **doorlist = (object **) calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 790
804 MazeData layout2 (RP->Xsize, RP->Ysize); 791 Layout layout2 (RP->Xsize, RP->Ysize);
792 layout2.clear ();
805 793
806 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
808 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
809 if (wall_blocked (map, i, j)) 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 layout2[i][j] = '#';
811 798
812 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 800 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
814 801
815 return doorlist; 802 return doorlist;
816} 803}
817 804
818/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
819 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
820void 807static void
821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
822{ 809{
823 object *door; 810 object *door;
824 int i; 811 int i;
825 812
826 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
827 814
828 if (opts & DOORED) 815 if (opts & DOORED)
829 { 816 {
830 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
831 { 818 {
832 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
833 char keybuf[1024];
834 820
835 door = doorlist[i]; 821 door = doorlist[i];
836 new_door->face = door->face; 822 new_door->face = door->face;
837 new_door->x = door->x; 823 new_door->x = door->x;
838 new_door->y = door->y; 824 new_door->y = door->y;
839 door->remove ();
840 door->destroy (); 825 door->destroy ();
841 doorlist[i] = new_door; 826 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
843 sprintf (keybuf, "%d", rndm (1000000000)); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
844 new_door->slaying = keybuf;
845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
846 } 830 }
847 } 831 }
848 832
849 /* change the faces of the doors and surrounding walls to hide them. */ 833 /* change the faces of the doors and surrounding walls to hide them. */
850 if (opts & HIDDEN) 834 if (opts & HIDDEN)
859 { 843 {
860 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 844 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
861 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 845 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
848
864 door->face = wallface->face; 849 door->face = wallface->face;
865 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 850
866 wallface->remove ();
867 wallface->destroy (); 851 wallface->destroy ();
868 } 852 }
869 } 853 }
870 } 854 }
871} 855}

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