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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC vs.
Revision 1.55 by root, Thu Jul 1 01:22:44 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)
168 286
169 i = j = -1; 287 i = j = -1;
170 tries = 0; 288 tries = 0;
171 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
172 { 290 {
173 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
174 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
175 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
176 294
177 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
178 i = -1; 296 i = -1;
179 297
200 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
201 int ti, i, j; 319 int ti, i, j;
202 320
203 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
204 { 322 {
205 i = rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
206 j = rndm (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
207 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
208 } 326 }
209 } 327 }
210} 328}
211 329
212/* 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
213 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,
214 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 */
215object * 333static object *
216place_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)
217{ 335{
218 object *the_chest;
219 int i, xl, yl;
220
221 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
222 337
223 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
224 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
225 if (i == -1) 340 if (i == -1)
226 { 341 {
227 the_chest->destroy (); 342 the_chest->destroy ();
228 return NULL; 343 return NULL;
229 } 344 }
230 345
231 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
232 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
233 348
234 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
235 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
236 return 0; 351 return 0;
237 352
244 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
245 360
246 if (tlist != NULL) 361 if (tlist != NULL)
247 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
248 { /* use the treasure list */ 363 { /* use the treasure list */
249 object *new_treasure = style_map->pick_random_object (); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
250 365
251 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
252 } 367 }
253 else 368 else
254 { /* use the style map */ 369 { /* use the style map */
255 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
256 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
264 } 379 }
265 380
266 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
267 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
268 { 383 {
269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
270 385
271 if (trap_map) 386 if (trap_map)
272 { 387 {
273 object *the_trap = trap_map->pick_random_object (); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
274 389
275 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
276 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277 392
278 if (the_trap) 393 if (the_trap)
289 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
290 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
291 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 { 408 {
294 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
295
296 sprintf (keybuf, "%d", rndm (1000000000));
297 the_chest->slaying = keybuf;
298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
299 } 411 }
300 412
301 /* actually place the chest. */ 413 /* actually place the chest. */
302 the_chest->x = xl; 414 the_chest->x = xl;
303 the_chest->y = yl; 415 the_chest->y = yl;
304 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
305 return the_chest; 417 return the_chest;
306} 418}
307 419
308
309/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
310 or walls */ 421static object *
311object *
312find_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)
313{ 423{
314 int i; 424 int i;
315 425
316 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
324 /* 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. */
325 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
326 { 436 {
327 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
328 438
329 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);
330 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
331 return the_monster; 441 return the_monster;
332 } 442 }
333 } 443 }
334 return NULL; 444 return NULL;
335} 445}
336 446
337
338
339/* places keys in the map, preferably in something alive.
340 keycode is the key's code,
341 door_flag is either PASS_DOORS or NO_PASS_DOORS.
342 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
343 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
345
346 The idea is that you call keyplace on x,y where a door is, and it'll make
347 sure a key is placed on both sides of the door.
348*/
349int
350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
352 int i, j;
353 int kx = 0, ky = 0;
354 object *the_keymaster; /* the monster that gets the key. */
355 object *the_key;
356
357 /* get a key and set its keycode */
358 the_key = get_archetype ("key2");
359 the_key->slaying = keycode;
360
361 if (door_flag == PASS_DOORS)
362 {
363 int tries = 0;
364
365 the_keymaster = 0;
366 while (tries < 15 && !the_keymaster)
367 {
368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
370 tries++;
371 the_keymaster = find_closest_monster (map, i, j, RP);
372 }
373
374 /* if we don't find a good keymaster, drop the key on the ground. */
375 if (!the_keymaster)
376 {
377 int freeindex;
378
379 freeindex = -1;
380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
381 {
382 kx = rndm (RP->Xsize - 2) + 1;
383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
393 }
394 }
395 else
396 { /* NO_PASS_DOORS --we have to work harder. */
397 /* don't try to keyplace if we're sitting on a blocked square and
398 NO_PASS_DOORS is set. */
399 if (n_keys == 1)
400 {
401 if (wall_blocked (map, x, y))
402 return 0;
403
404 the_keymaster = find_monster_in_room (map, x, y, RP);
405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
406 find_spot_in_room (map, x, y, &kx, &ky, RP);
407 }
408 else
409 {
410 int sum = 0; /* count how many keys we actually place */
411
412 /* I'm lazy, so just try to place in all 4 directions. */
413 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
419 { /* diagonally this time. */
420 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
435 return 1;
436 }
437
438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
439 return 1;
440}
441
442
443
444/* 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. */
445 448
446object *theMonsterToFind; 449static object *theMonsterToFind;
447 450
448/* 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.
449 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 */
450 453static object *
451object *
452find_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)
453{ 455{
454 int i, j; 456 int i, j;
455 457
456 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 { 474 {
473 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
474 476
475 /* check off this point */ 477 /* check off this point */
476 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);
477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
478 { 480 {
479 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
480 return theMonsterToFind; 482 return theMonsterToFind;
481 } 483 }
482 } 484 }
483 485
484 /* 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 */
485 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++)
486 { 488 {
487 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);
488 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
489 return theMonsterToFind; 491 return theMonsterToFind;
490 } 492 }
492 return theMonsterToFind; 494 return theMonsterToFind;
493} 495}
494 496
495/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
496 real work. */ 498 real work. */
497object * 499static object *
498find_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)
499{ 501{
500 Layout layout2 (RP); 502 Layout layout2 (map->width, map->height);
501 503
502 layout2->clear (); 504 // find walls
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++) 505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2->h; j++) 506 for (int j = 0; j < layout2.h; j++)
507 if (wall_blocked (map, i, j)) 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
508 layout2[i][j] = '#';
509 508
510 theMonsterToFind = 0; 509 theMonsterToFind = 0;
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 layout2.free ();
514
515 return theMonsterToFind; 512 return theMonsterToFind;
516} 513}
517 514
518/* 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 */
519int *room_free_spots_x; 516static int *room_free_spots_x;
520int *room_free_spots_y; 517static int *room_free_spots_y;
521int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
522 519
523/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
524a 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
525that datastructure. */ 522that datastructure. */
526void 523static void
527find_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)
528{ 525{
529 int i, j; 526 int i, j;
530 527
531 /* bounds check x and y */ 528 /* bounds check x and y */
543 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
546 543
547 /* 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 */
548 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++)
549 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);
550 547
551} 548}
552 549
553/* 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. */
554void 551static void
555find_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)
556{ 553{
557 char **layout2; 554 char **layout2;
558 int i, j; 555 int i, j;
559 556
574 /* setup num_free_spots and room_free_spots */ 571 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 572 find_spot_in_room_recursive (layout2, x, y, RP);
576 573
577 if (number_of_free_spots_in_room > 0) 574 if (number_of_free_spots_in_room > 0)
578 { 575 {
579 i = rndm (number_of_free_spots_in_room); 576 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
582 } 579 }
583 580
584 /* deallocate the temp. layout */ 581 /* deallocate the temp. layout */
592 589
593 590
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
597void 594static void
598find_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)
599{ 596{
600 int x, y; 597 int x, y;
601 int i; 598 int i;
602 599
652 *cy = ly; 649 *cy = ly;
653 return; 650 return;
654 } 651 }
655 } 652 }
656 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
657 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);
658 655
659 if (i != -1) 656 if (i != -1)
660 { 657 {
661 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
667 *cx = -1; 664 *cx = -1;
668 *cy = -1; 665 *cy = -1;
669 } 666 }
670} 667}
671 668
672void 669static void
673remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
674{ 671{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 673 {
680 if (tmp->head) 674 object *next = tmp->above;
681 tmp = tmp->head; 675
682 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 677 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 678
685 if (tmp == NULL) 679 tmp = next;
686 break;
687 }; 680 }
688} 681}
689 682
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
693object ** 686static object **
694surround_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)
695{ 688{
696 int i; 689 int i;
697 const char *doors[2]; 690 const char *doors[2];
698 object **doorlist; 691 object **doorlist;
728 } 721 }
729 722
730 return doorlist; 723 return doorlist;
731} 724}
732 725
733
734/* 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. */
735object * 727static object *
736door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
737{ 729{
738 object *tmp;
739
740 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)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 732 return tmp;
733
743 return NULL; 734 return NULL;
744} 735}
745 736
746/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
747void 738static void
748find_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)
749{ 740{
750 int i, j; 741 int i, j;
751 object *door; 742 object *door;
752 743
779 else 770 else
780 { 771 {
781 layout[x][y] = 1; 772 layout[x][y] = 1;
782 773
783 /* 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 */
784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, 776 find_doors_in_room_recursive (layout, map,
786 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],
787 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
788 } 779 }
789} 780}
790 781
791/* 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. */
792object ** 783static object **
793find_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)
794{ 785{
795 int i, j; 786 int i, j;
796 int ndoors = 0; 787 int ndoors = 0;
797 788
798 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 790
800 LayoutData layout2 (RP->Xsize, RP->Ysize); 791 Layout layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear (); 792 layout2.clear ();
802 793
803 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
805 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
811 return doorlist; 802 return doorlist;
812} 803}
813 804
814/* 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
815 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
816void 807static void
817lock_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)
818{ 809{
819 object *door; 810 object *door;
820 int i; 811 int i;
821 812
822 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
823 814
824 if (opts & DOORED) 815 if (opts & DOORED)
825 { 816 {
826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
827 { 818 {
828 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
829 char keybuf[1024];
830 820
831 door = doorlist[i]; 821 door = doorlist[i];
832 new_door->face = door->face; 822 new_door->face = door->face;
833 new_door->x = door->x; 823 new_door->x = door->x;
834 new_door->y = door->y; 824 new_door->y = door->y;
835 door->remove ();
836 door->destroy (); 825 door->destroy ();
837 doorlist[i] = new_door; 826 doorlist[i] = new_door;
838 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
839 sprintf (keybuf, "%d", rndm (1000000000)); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
840 new_door->slaying = keybuf;
841 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);
842 } 830 }
843 } 831 }
844 832
845 /* 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. */
846 if (opts & HIDDEN) 834 if (opts & HIDDEN)
858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860 848
861 door->face = wallface->face; 849 door->face = wallface->face;
862 850
863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
864 wallface->remove ();
865
866 wallface->destroy (); 851 wallface->destroy ();
867 } 852 }
868 } 853 }
869 } 854 }
870} 855}

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