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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.66 by root, Sat Sep 16 22:17:42 2017 UTC

1
2/* 1/*
3 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
31 26
32
33
34#include <global.h> 27#include <global.h>
35#include <random_map.h> 28#include <rmg.h>
36#include <rproto.h> 29#include <rproto.h>
37 30
38/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
39 32
40#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. */
48#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 */
49 42
50#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
51#define PASS_DOORS 1 44#define PASS_DOORS 1
52 45
46static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
49static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
50static object **find_doors_in_room (maptile *map, int x, int y);
51static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
54
55/* a macro to get a strongly centered random distribution,
56 from 0 to x, centered at x/2 */
57static int
58bc_random (int x)
59{
60 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
61}
62
63static object *
64gen_key (const shstr &keycode)
65{
66 /* get a key and set its keycode */
67 object *key = archetype::get (shstr_key_random_map);
68 key->slaying = keycode;
69 return key;
70}
71
72/* places keys in the map, preferably in something alive.
73 keycode is the key's code,
74 door_flag is either PASS_DOORS or NO_PASS_DOORS.
75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
76 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
78
79 The idea is that you call keyplace on x,y where a door is, and it'll make
80 sure a key is placed on both sides of the door.
81*/
82static int
83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
84{
85 int i, j;
86 int kx = 0, ky = 0;
87 object *the_keymaster; /* the monster that gets the key. */
88 object *the_key = gen_key (keycode);
89
90 if (door_flag == PASS_DOORS)
91 {
92 int tries = 0;
93
94 the_keymaster = 0;
95 while (tries < 15 && !the_keymaster)
96 {
97 i = rmg_rndm (map->width - 2) + 1;
98 j = rmg_rndm (map->height - 2) + 1;
99 tries++;
100 the_keymaster = find_closest_monster (map, i, j);
101 }
102
103 /* if we don't find a good keymaster, drop the key on the ground. */
104 if (!the_keymaster)
105 {
106 int freeindex;
107
108 freeindex = -1;
109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
110 {
111 kx = rmg_rndm (map->width - 2) + 1;
112 ky = rmg_rndm (map->height - 2) + 1;
113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
114 }
115
116 // can freeindex ever be < 0?
117 if (freeindex >= 0)
118 {
119 kx += 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;
173}
53 174
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 175/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 176 * and doors but not monsters.
56 * This function is not map tile aware. 177 * This function is not map tile aware.
57 */ 178 */
58
59int 179int
60wall_blocked (mapstruct *m, int x, int y) 180wall_blocked (maptile *m, int x, int y)
61{ 181{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 182 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 183 return 1;
184
185 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 187}
69 188
70/* place treasures in the map, given the 189/* place treasures in the map, given the
71map, (required) 190map, (required)
72layout, (required) 191maze, (required)
73treasure 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.)
74treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
75*/ 194*/
76
77void 195void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 197{
80 char styledirname[256];
81 char stylefilepath[256];
82 mapstruct *style_map = 0;
83 int num_treasures; 198 int num_treasures;
84 199
85 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 201 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
88 return; 203 return;
204
89 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
91 207
92 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 210 {
95 if (RANDOM () % 2) 211 if (rmg_rndm (2))
96 treasureoptions -= 1; 212 treasureoptions -= 1;
97 else 213 else
98 treasureoptions -= 2; 214 treasureoptions -= 2;
99 } 215 }
100 216
101 /* pick the number of treasures */ 217 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 219 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH) 220 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 221 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else 222 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 223 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
108 224
109 if (num_treasures <= 0) 225 if (num_treasures <= 0)
110 return; 226 return;
111 227
112 /* get the style map */ 228 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 230
115 style_map = find_style (styledirname, treasure_style, -1); 231 if (!style_map)
232 {
233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
234 return;
235 }
116 236
117 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
119 { 239 {
120
121 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
123 { 242 {
124 case ONION_LAYOUT: 243 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 244 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 245 case LAYOUT_SQUARE_SPIRAL:
127 { 246 {
128 int i, j; 247 int i, j;
129 248
130 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
132 { 251 {
133 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
134 { 253 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
136 { 255 {
137 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest; 257 object *chest;
140 258
141 if (tdiv == 3) 259 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
143 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
144 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
145 if (!chest) 265 if (!chest)
146 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
147 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
148 { 269 {
149 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 272 free (doorlist);
152 } 273 }
153 } 274 }
154 } 275 }
155 } 276 }
156 break; 277 break;
157 } 278 }
279
158 default: 280 default:
159 { 281 {
160 int i, j, tries; 282 int i, j, tries;
161 object *chest; 283 object *chest;
162 object **doorlist; 284 object **doorlist;
163 285
164 i = j = -1; 286 i = j = -1;
165 tries = 0; 287 tries = 0;
166 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
167 { 289 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
170 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
171 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
172 i = -1; 296 i = -1;
297
173 tries++; 298 tries++;
174 } 299 }
300
175 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
176 if (!chest) 303 if (!chest)
177 return; 304 return;
305
178 i = chest->x; 306 i = chest->x;
179 j = chest->y; 307 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
181 { 309 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 312 free (doorlist);
185 } 313 }
186 } 314 }
187 } 315 }
188 } 316 }
189 else 317 else
190 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
191 int ti, i, j; 319 int ti, i, j;
192 320
193 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
194 { 322 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 326 }
199 } 327 }
200} 328}
201
202
203 329
204/* 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
205 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,
206 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 */
207 333static object *
208object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 335{
211 object *the_chest;
212 int i, xl, yl;
213
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
215 337
216 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
217 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
218 if (i == -1) 340 if (i == -1)
219 { 341 {
220 free_object (the_chest); 342 the_chest->destroy ();
221 return NULL; 343 return NULL;
222 } 344 }
223 xl = x + freearr_x[i]; 345
224 yl = y + freearr_y[i]; 346 int xl = x + DIRX (i);
347 int yl = y + DIRY (i);
225 348
226 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
228 return 0; 351 return 0;
229
230 352
231 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
232 /* if(style_map) { */ 354 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
234 int ti; 356 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 360
239 if (tlist != NULL) 361 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 363 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
243 365
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
245 } 367 }
246 else 368 else
247 { /* use the style map */ 369 { /* use the style map */
248 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
250 } 372 }
251#endif 373#endif
252 else
253 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
255 376
256 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 378 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 mapstruct *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 = pick_random_object (trap_map); 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 copy_object (new_trap, 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 }
282 } 402 }
283 403
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
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 408 {
290 char keybuf[256]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", (int) RANDOM ());
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
295 } 411 }
296 412
297 /* actually place the chest. */ 413 /* actually place the chest. */
298 the_chest->x = xl; 414 the_chest->x = xl;
299 the_chest->y = yl; 415 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest; 417 return the_chest;
302} 418}
303 419
304
305/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
306 or walls */ 421static object *
307object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 422find_closest_monster (maptile *map, int x, int y)
309{ 423{
310 int i; 424 int i;
311 425
312 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
313 { 427 {
314 int lx, ly; 428 int lx, ly;
315 429
316 lx = x + freearr_x[i]; 430 lx = x + DIRX (i);
317 ly = y + freearr_y[i]; 431 ly = y + DIRY (i);
318 /* boundscheck */ 432 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
320 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 436 {
323 object *the_monster = get_map_ob (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
324 438
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
327 return the_monster; 443 return the_monster;
328 } 444 }
329 } 445 }
330 return NULL; 446 return NULL;
331} 447}
332 448
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345
346int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
348{
349 int i, j;
350 int kx, ky;
351 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key;
353
354 /* get a key and set its keycode */
355 the_key = get_archetype ("key2");
356 the_key->slaying = keycode;
357
358 if (door_flag == PASS_DOORS)
359 {
360 int tries = 0;
361
362 the_keymaster = NULL;
363 while (tries < 15 && the_keymaster == NULL)
364 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1;
367 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP);
369 }
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky);
381 }
382 if (freeindex != -1)
383 {
384 kx += freearr_x[freeindex];
385 ky += freearr_y[freeindex];
386 }
387 }
388 }
389 else
390 { /* NO_PASS_DOORS --we have to work harder. */
391 /* don't try to keyplace if we're sitting on a blocked square and
392 NO_PASS_DOORS is set. */
393 if (n_keys == 1)
394 {
395 if (wall_blocked (map, x, y))
396 return 0;
397 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 }
401 else
402 {
403 int sum = 0; /* count how many keys we actually place */
404
405 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 }
417 return 1;
418 }
419 }
420
421 if (the_keymaster == NULL)
422 {
423 the_key->x = kx;
424 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1;
427 }
428
429 insert_ob_in_ob (the_key, the_keymaster);
430 return 1;
431}
432
433
434
435/* 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. */
436 450
437object *theMonsterToFind; 451static object *theMonsterToFind;
438 452
439/* 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.
440 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 */
441 455static object *
442object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
444{ 457{
445 int i, j; 458 int i, j;
446 459
447 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
449 return theMonsterToFind; 462 return theMonsterToFind;
450 463
451 /* bounds check x and y */ 464 /* bounds check x and y */
452 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
453 return theMonsterToFind; 466 return theMonsterToFind;
454 467
455 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
456 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
457 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
458 471
459 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 474 maze[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 476 {
464 object *the_monster = get_map_ob (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
465 478
466 /* check off this point */ 479 /* check off this point */
467 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);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
469 { 482 {
470 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
471 return theMonsterToFind; 484 return theMonsterToFind;
472 } 485 }
473 } 486 }
474 487
475 /* 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 */
476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
477 { 490 {
478 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));
479 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
480 return theMonsterToFind; 493 return theMonsterToFind;
481 } 494 }
495
482 return theMonsterToFind; 496 return theMonsterToFind;
483} 497}
484
485 498
486/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
487 real work. */ 500 real work. */
488 501static object *
489object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 502find_monster_in_room (maptile *map, int x, int y)
491{ 503{
492 char **layout2; 504 layout layout2 (map->width, map->height);
493 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;
494 510
495 theMonsterToFind = 0; 511 theMonsterToFind = 0;
496 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
497 /* allocate and copy the layout, converting C to 0. */
498 for (i = 0; i < RP->Xsize; i++)
499 {
500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
501 for (j = 0; j < RP->Ysize; j++)
502 {
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
505 }
506 }
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
508
509 /* deallocate the temp. layout */
510 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]);
513 }
514 free (layout2);
515 513
516 return theMonsterToFind; 514 return theMonsterToFind;
517} 515}
518
519
520
521
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x;
524int *room_free_spots_y;
525int number_of_free_spots_in_room;
526 516
527/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
528a 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
529that datastructure. */ 519that datastructure. */
530 520static void
531void 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP)
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; 536
550 number_of_free_spots_in_room++;
551 /* 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 */
552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
553 { 539 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 540
557} 541}
558 542
559/* find a random non-blocked spot in this room to drop a key. */ 543/* find a random non-blocked spot in this room to drop a key. */
560void 544static void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
562{ 546{
563 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
564 int i, j;
565 548
566 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
567 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
569 550
570 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
571 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
573 { 553 for (int j = 0; j < map->height; j++)
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
575 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#';
579 }
580 }
581 555
582 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
584 558
585 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
586 {
587 i = RANDOM () % number_of_free_spots_in_room;
588 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i];
590 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
591 562
592 /* deallocate the temp. layout */ 563 *kx = p.x;
593 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
594 { 565 }
595 free (layout2[i]);
596 }
597 free (layout2);
598 free (room_free_spots_x);
599 free (room_free_spots_y);
600} 566}
601
602 567
603/* 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
604 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
605 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
606 571static void
607void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
609{ 573{
610 int x, y; 574 int x, y;
611 int i; 575 int i;
612 576
613 x = *cx; 577 x = *cx;
615 579
616 for (i = 0; i <= SIZEOFFREE1; i++) 580 for (i = 0; i <= SIZEOFFREE1; i++)
617 { 581 {
618 int lx, ly, sindex; 582 int lx, ly, sindex;
619 583
620 lx = x + freearr_x[i]; 584 lx = x + DIRX (i);
621 ly = y + freearr_y[i]; 585 ly = y + DIRY (i);
622 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
623 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
624 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
625 { 589 {
626 *cx = lx; 590 *cx = lx;
627 *cy = ly; 591 *cy = ly;
633 spots--try to find someplace which is 2x enclosed. */ 597 spots--try to find someplace which is 2x enclosed. */
634 for (i = 0; i <= SIZEOFFREE1; i++) 598 for (i = 0; i <= SIZEOFFREE1; i++)
635 { 599 {
636 int lx, ly, sindex; 600 int lx, ly, sindex;
637 601
638 lx = x + freearr_x[i]; 602 lx = x + DIRX (i);
639 ly = y + freearr_y[i]; 603 ly = y + DIRY (i);
640 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
641 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
642 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)
643 { 607 {
644 *cx = lx; 608 *cx = lx;
645 *cy = ly; 609 *cy = ly;
650 /* settle for one surround point */ 614 /* settle for one surround point */
651 for (i = 0; i <= SIZEOFFREE1; i++) 615 for (i = 0; i <= SIZEOFFREE1; i++)
652 { 616 {
653 int lx, ly, sindex; 617 int lx, ly, sindex;
654 618
655 lx = x + freearr_x[i]; 619 lx = x + DIRX (i);
656 ly = y + freearr_y[i]; 620 ly = y + DIRY (i);
657 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
658 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
659 if (sindex) 623 if (sindex)
660 { 624 {
661 *cx = lx; 625 *cx = lx;
662 *cy = ly; 626 *cy = ly;
663 return; 627 return;
664 } 628 }
665 } 629 }
666 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 632
669 { 633 if (i != -1)
670 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i];
672 return;
673 } 634 {
635 *cx = x + DIRX (i);
636 *cy = y + DIRY (i);
637 }
638 else
639 {
674 /* indicate failure */ 640 /* indicate failure */
641 *cx = -1;
675 *cx = *cy = -1; 642 *cy = -1;
643 }
676} 644}
677 645
678 646static void
679void
680remove_monsters (int x, int y, mapstruct *map) 647remove_monsters (int x, int y, maptile *map)
681{ 648{
682 object *tmp; 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 650 {
687 if (tmp->head) 651 object *next = tmp->above;
688 tmp = tmp->head; 652
689 remove_ob (tmp); 653 if (tmp->flag [FLAG_ALIVE])
690 free_object (tmp); 654 tmp->head_ ()->destroy ();
691 tmp = get_map_ob (map, x, y); 655
692 if (tmp == NULL) 656 tmp = next;
693 break;
694 }; 657 }
695} 658}
696
697 659
698/* 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
699 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
700 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
701 663static object **
702object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
704{ 665{
705 int i; 666 int i;
706 char *doors[2]; 667 const char *doors[2];
707 object **doorlist; 668 object **doorlist;
708 int ndoors_made = 0; 669 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 670 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 671
711 /* this is a list we pick from, for horizontal and vertical doors */ 672 /* this is a list we pick from, for horizontal and vertical doors */
721 } 682 }
722 683
723 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
725 { 686 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + DIRX (i), y1 = y + DIRY (i);
727 688
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
729 { /* place a door */ 690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
730 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]);
731 694 map->insert (new_door, x1, y1);
732 new_door->x = x + freearr_x[i];
733 new_door->y = y + freearr_y[i];
734 remove_monsters (new_door->x, new_door->y, map);
735 insert_ob_in_map (new_door, map, NULL, 0);
736 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 696 ndoors_made++;
738 } 697 }
739 } 698 }
699
740 return doorlist; 700 return doorlist;
741} 701}
742 702
743
744/* 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. */
745object * 704static object *
746door_in_square (mapstruct *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
747{ 706{
748 object *tmp;
749
750 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)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 709 return tmp;
710
753 return NULL; 711 return NULL;
754} 712}
755 713
756
757/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
758void 715static void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
760{ 717{
761 int i, j; 718 int i, j;
762 object *door; 719 object *door;
763 720
764 /* bounds check x and y */ 721 /* bounds check x and y */
765 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
766 return; 723 return;
767 724
768 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
769 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
770 return; 727 return;
771 728
772 /* check off this point */ 729 /* check off this point */
773 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
774 { /* there could be a door here */ 731 { /* there could be a door here */
775 layout[x][y] = 1; 732 maze[x][y] = 1;
776 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
777 if (door != NULL) 734 if (door)
778 { 735 {
779 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
780 if (*ndoors > 254) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
781 { 739 {
782 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");
783 return; 741 return;
784 } 742 }
743
785 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
786 } 745 }
787 } 746 }
788 else 747 else
789 { 748 {
790 layout[x][y] = 1; 749 maze[x][y] = 1;
750
791 /* 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 */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 753 find_doors_in_room_recursive (maze, map,
794 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 754 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
795 } 755 doorlist, ndoors);
796 } 756 }
797} 757}
798 758
799/* 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. */
800object ** 760static object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 761find_doors_in_room (maptile *map, int x, int y)
802{ 762{
803 char **layout2;
804 object **doorlist;
805 int i, j; 763 int i, j;
806 int ndoors = 0; 764 int ndoors = 0;
807 765
808 doorlist = (object **) calloc (sizeof (int), 256); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
809 767
768 layout layout2 (map->width, map->height);
769 layout2.clear ();
810 770
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
814 {
815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
816 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
817 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
821 }
822 775
823 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
825 778
826 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]);
830 }
831 free (layout2);
832 return doorlist; 779 return doorlist;
833} 780}
834
835
836 781
837/* 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
838 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
839 784static void
840void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 786{
843 object *door; 787 object *door;
844 int i; 788 int i;
845 789
846 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
847 791
848 if (opts & DOORED) 792 if (opts & DOORED)
849 { 793 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
851 { 795 {
852 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
853 char keybuf[256];
854 797
855 door = doorlist[i]; 798 door = doorlist[i];
856 new_door->face = door->face; 799 new_door->face = door->face;
857 new_door->x = door->x; 800 new_door->x = door->x;
858 new_door->y = door->y; 801 new_door->y = door->y;
859 remove_ob (door); 802 door->destroy ();
860 free_object (door);
861 doorlist[i] = new_door; 803 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
864 new_door->slaying = keybuf;
865 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);
866 } 807 }
867 } 808 }
868 809
869 /* 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. */
870 if (opts & HIDDEN) 811 if (opts & HIDDEN)
879 { 820 {
880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
884 door->face = wallface->face; 826 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
886 remove_ob (wallface); 828 wallface->destroy ();
887 free_object (wallface);
888 } 829 }
889 } 830 }
890 } 831 }
891} 832}

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