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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC vs.
Revision 1.66 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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. */
25 26
26#include <global.h> 27#include <global.h>
27#include <random_map.h> 28#include <rmg.h>
28#include <rproto.h> 29#include <rproto.h>
29 30
30/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
31 32
32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
49static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
50static object **find_doors_in_room (maptile *map, int x, int y);
51static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
54
45/* a macro to get a strongly centered random distribution, 55/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 56 from 0 to x, centered at x/2 */
47static int 57static int
48bc_random (int x) 58bc_random (int x)
49{ 59{
52 62
53static object * 63static object *
54gen_key (const shstr &keycode) 64gen_key (const shstr &keycode)
55{ 65{
56 /* get a key and set its keycode */ 66 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2); 67 object *key = archetype::get (shstr_key_random_map);
58
59 key->slaying = keycode; 68 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key; 69 return key;
66} 70}
67 71
68/* places keys in the map, preferably in something alive. 72/* places keys in the map, preferably in something alive.
69 keycode is the key's code, 73 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS. 74 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. 75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: 76 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74 78
75 The idea is that you call keyplace on x,y where a door is, and it'll make 79 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door. 80 sure a key is placed on both sides of the door.
77*/ 81*/
78static int 82static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) 83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
80{ 84{
81 int i, j; 85 int i, j;
82 int kx = 0, ky = 0; 86 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */ 87 object *the_keymaster; /* the monster that gets the key. */
84 object *the_key = gen_key (keycode); 88 object *the_key = gen_key (keycode);
88 int tries = 0; 92 int tries = 0;
89 93
90 the_keymaster = 0; 94 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster) 95 while (tries < 15 && !the_keymaster)
92 { 96 {
93 i = rmg_rndm (RP->Xsize - 2) + 1; 97 i = rmg_rndm (map->width - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1; 98 j = rmg_rndm (map->height - 2) + 1;
95 tries++; 99 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP); 100 the_keymaster = find_closest_monster (map, i, j);
97 } 101 }
98 102
99 /* if we don't find a good keymaster, drop the key on the ground. */ 103 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster) 104 if (!the_keymaster)
101 { 105 {
102 int freeindex; 106 int freeindex;
103 107
104 freeindex = -1; 108 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++) 109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 { 110 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1; 111 kx = rmg_rndm (map->width - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1; 112 ky = rmg_rndm (map->height - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 } 114 }
111 115
112 // can freeindex ever be < 0? 116 // can freeindex ever be < 0?
113 if (freeindex >= 0) 117 if (freeindex >= 0)
114 { 118 {
115 kx += freearr_x [freeindex]; 119 kx += DIRX (freeindex);
116 ky += freearr_y [freeindex]; 120 ky += DIRY (freeindex);
117 } 121 }
118 } 122 }
119 } 123 }
120 else 124 else
121 { /* NO_PASS_DOORS --we have to work harder. */ 125 { /* NO_PASS_DOORS --we have to work harder. */
127 { 131 {
128 the_key->destroy (); 132 the_key->destroy ();
129 return 0; 133 return 0;
130 } 134 }
131 135
132 the_keymaster = find_monster_in_room (map, x, y, RP); 136 the_keymaster = find_monster_in_room (map, x, y);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP); 138 find_spot_in_room (map, x, y, &kx, &ky);
135 } 139 }
136 else 140 else
137 { 141 {
138 int sum = 0; /* count how many keys we actually place */ 142 int sum = 0; /* count how many keys we actually place */
139 143
140 /* I'm lazy, so just try to place in all 4 directions. */ 144 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
145 149
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */ 151 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
152 } 156 }
153 157
154 the_key->destroy (); 158 the_key->destroy ();
155 return 1; 159 return 1;
156 } 160 }
180 184
181 m->at (x, y).update (); 185 m->at (x, y).update ();
182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
183} 187}
184 188
185/* place treasures in the map, given the 189/* place treasures in the map, given the
186map, (required) 190map, (required)
187layout, (required) 191maze, (required)
188treasure 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.)
189treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
190*/ 194*/
191void 195void
192place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
193{ 197{
194 char styledirname[1024];
195 char stylefilepath[1024];
196 maptile *style_map = 0;
197 int num_treasures; 198 int num_treasures;
198 199
199 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
200 if (treasure_style) 201 if (treasure_style)
201 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
223 224
224 if (num_treasures <= 0) 225 if (num_treasures <= 0)
225 return; 226 return;
226 227
227 /* get the style map */ 228 /* get the style map */
228 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
230 style_map = find_style (styledirname, treasure_style, -1);
231 230
232 if (!style_map) 231 if (!style_map)
233 { 232 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return; 234 return;
236 } 235 }
237 236
238 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
239 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
250 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
251 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
252 { 251 {
253 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
254 { 253 {
255 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
256 { 255 {
257 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
258 object *chest; 257 object *chest;
259 258
260 if (tdiv == 3) 259 if (tdiv == 3)
266 if (!chest) 265 if (!chest)
267 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
268 267
269 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
270 { 269 {
271 object **doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
272 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
273 free (doorlist); 272 free (doorlist);
274 } 273 }
275 } 274 }
276 } 275 }
288 tries = 0; 287 tries = 0;
289 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
290 { 289 {
291 i = rmg_rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
292 j = rmg_rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
293 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294 294
295 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
296 i = -1; 296 i = -1;
297 297
298 tries++; 298 tries++;
305 305
306 i = chest->x; 306 i = chest->x;
307 j = chest->y; 307 j = chest->y;
308 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
309 { 309 {
310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
311 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
312 free (doorlist); 312 free (doorlist);
313 } 313 }
314 } 314 }
315 } 315 }
316 } 316 }
317 else 317 else
318 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
319 int ti, i, j; 319 int ti, i, j;
320 320
321 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
322 { 322 {
323 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
328} 328}
329 329
330/* 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
331 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,
332 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 */
333object * 333static object *
334place_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)
335{ 335{
336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
337 337
338 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
341 { 341 {
342 the_chest->destroy (); 342 the_chest->destroy ();
343 return NULL; 343 return NULL;
344 } 344 }
345 345
346 int xl = x + freearr_x[i]; 346 int xl = x + DIRX (i);
347 int yl = y + freearr_y[i]; 347 int yl = y + DIRY (i);
348 348
349 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
350 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
351 return 0; 351 return 0;
352 352
361 if (tlist != NULL) 361 if (tlist != NULL)
362 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */ 363 { /* use the treasure list */
364 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365 365
366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
367 } 367 }
368 else 368 else
369 { /* use the style map */ 369 { /* use the style map */
370 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
379 } 379 }
380 380
381 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
382 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
383 { 383 {
384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
385 385
386 if (trap_map) 386 if (trap_map)
387 { 387 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389 389
405 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
406 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
408 { 408 {
409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
411 } 411 }
412 412
413 /* actually place the chest. */ 413 /* actually place the chest. */
414 the_chest->x = xl; 414 the_chest->x = xl;
415 the_chest->y = yl; 415 the_chest->y = yl;
416 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
417 return the_chest; 417 return the_chest;
418} 418}
419 419
420
421/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
422 or walls */ 421static object *
423object *
424find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
425{ 423{
426 int i; 424 int i;
427 425
428 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
429 { 427 {
430 int lx, ly; 428 int lx, ly;
431 429
432 lx = x + freearr_x[i]; 430 lx = x + DIRX (i);
433 ly = y + freearr_y[i]; 431 ly = y + DIRY (i);
434 /* boundscheck */ 432 /* boundscheck */
435 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
436 /* 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. */
437 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
438 { 436 {
439 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
440 438
441 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
442 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
443 return the_monster; 443 return the_monster;
444 } 444 }
445 } 445 }
446 return NULL; 446 return NULL;
447} 447}
448 448
449/* 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. */
450 450
451object *theMonsterToFind; 451static object *theMonsterToFind;
452 452
453/* 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.
454 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 */
455 455static object *
456object *
457find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
458{ 457{
459 int i, j; 458 int i, j;
460 459
461 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
462 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
463 return theMonsterToFind; 462 return theMonsterToFind;
464 463
465 /* bounds check x and y */ 464 /* bounds check x and y */
466 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
467 return theMonsterToFind; 466 return theMonsterToFind;
468 467
469 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
470 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
471 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
472 471
473 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
474 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
475 layout[x][y] = 1; 474 maze[x][y] = 1;
476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
477 { 476 {
478 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
479 478
480 /* check off this point */ 479 /* check off this point */
481 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);
482 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
483 { 482 {
484 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
485 return theMonsterToFind; 484 return theMonsterToFind;
486 } 485 }
487 } 486 }
488 487
489 /* 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 */
490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
491 { 490 {
492 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));
493 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
494 return theMonsterToFind; 493 return theMonsterToFind;
495 } 494 }
496 495
497 return theMonsterToFind; 496 return theMonsterToFind;
498} 497}
499 498
500/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
501 real work. */ 500 real work. */
502object * 501static object *
503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
504{ 503{
505 Layout layout2 (RP); 504 layout layout2 (map->width, map->height);
506 505
507 layout2->clear (); 506 // find walls
508
509 /* allocate and copy the layout, converting C to 0. */
510 for (int i = 0; i < layout2->w; i++) 507 for (int i = 0; i < layout2.w; i++)
511 for (int j = 0; j < layout2->h; j++) 508 for (int j = 0; j < layout2.h; j++)
512 if (wall_blocked (map, i, j)) 509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
513 layout2[i][j] = '#';
514 510
515 theMonsterToFind = 0; 511 theMonsterToFind = 0;
516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
517
518 layout2.free ();
519 513
520 return theMonsterToFind; 514 return theMonsterToFind;
521} 515}
522
523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
524int *room_free_spots_x;
525int *room_free_spots_y;
526int number_of_free_spots_in_room;
527 516
528/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
529a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
530that datastructure. */ 519that datastructure. */
531void 520static void
532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
533{ 522{
534 int i, j;
535
536 /* bounds check x and y */ 523 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
538 return; 525 return;
539 526
540 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
541 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
542 return; 529 return;
543 530
544 /* set the current square as checked, and add it to the list. 531 /* set the current square as checked, and add it to the list.
545 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
546 /* check off this point */ 533 /* check off this point */
547 layout[x][y] = 1; 534 maze[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
549 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++;
551 536
552 /* now search all the 8 squares around recursively for free spots,in random order */ 537 /* now search all the 8 squares around recursively for free spots,in random order */
553 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 539 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
555 540
556} 541}
557 542
558/* find a random non-blocked spot in this room to drop a key. */ 543/* find a random non-blocked spot in this room to drop a key. */
559void 544static void
560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
561{ 546{
562 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
563 int i, j;
564 548
565 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
566 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
567 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568 550
569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
570 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
571 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
572 { 553 for (int j = 0; j < map->height; j++)
573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
574 for (j = 0; j < RP->Ysize; j++)
575 if (wall_blocked (map, i, j))
576 layout2[i][j] = '#';
577 }
578 555
579 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
580 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
581 558
582 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
583 {
584 i = rmg_rndm (number_of_free_spots_in_room);
585 *kx = room_free_spots_x[i];
586 *ky = room_free_spots_y[i];
587 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
588 562
589 /* deallocate the temp. layout */ 563 *kx = p.x;
590 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
591 free (layout2[i]); 565 }
592
593 free (layout2);
594 free (room_free_spots_x);
595 free (room_free_spots_y);
596} 566}
597
598 567
599/* searches the map for a spot with walls around it. The more 568/* searches the map for a spot with walls around it. The more
600 walls the better, but it'll settle for 1 wall, or even 0, but 569 walls the better, but it'll settle for 1 wall, or even 0, but
601 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
602void 571static void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
604{ 573{
605 int x, y; 574 int x, y;
606 int i; 575 int i;
607 576
608 x = *cx; 577 x = *cx;
610 579
611 for (i = 0; i <= SIZEOFFREE1; i++) 580 for (i = 0; i <= SIZEOFFREE1; i++)
612 { 581 {
613 int lx, ly, sindex; 582 int lx, ly, sindex;
614 583
615 lx = x + freearr_x[i]; 584 lx = x + DIRX (i);
616 ly = y + freearr_y[i]; 585 ly = y + DIRY (i);
617 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
618 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
620 { 589 {
621 *cx = lx; 590 *cx = lx;
622 *cy = ly; 591 *cy = ly;
628 spots--try to find someplace which is 2x enclosed. */ 597 spots--try to find someplace which is 2x enclosed. */
629 for (i = 0; i <= SIZEOFFREE1; i++) 598 for (i = 0; i <= SIZEOFFREE1; i++)
630 { 599 {
631 int lx, ly, sindex; 600 int lx, ly, sindex;
632 601
633 lx = x + freearr_x[i]; 602 lx = x + DIRX (i);
634 ly = y + freearr_y[i]; 603 ly = y + DIRY (i);
635 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
636 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 606 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
638 { 607 {
639 *cx = lx; 608 *cx = lx;
640 *cy = ly; 609 *cy = ly;
645 /* settle for one surround point */ 614 /* settle for one surround point */
646 for (i = 0; i <= SIZEOFFREE1; i++) 615 for (i = 0; i <= SIZEOFFREE1; i++)
647 { 616 {
648 int lx, ly, sindex; 617 int lx, ly, sindex;
649 618
650 lx = x + freearr_x[i]; 619 lx = x + DIRX (i);
651 ly = y + freearr_y[i]; 620 ly = y + DIRY (i);
652 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
653 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
654 if (sindex) 623 if (sindex)
655 { 624 {
656 *cx = lx; 625 *cx = lx;
657 *cy = ly; 626 *cy = ly;
658 return; 627 return;
659 } 628 }
660 } 629 }
661 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 632
664 if (i != -1) 633 if (i != -1)
665 { 634 {
666 *cx = x + freearr_x[i]; 635 *cx = x + DIRX (i);
667 *cy = y + freearr_y[i]; 636 *cy = y + DIRY (i);
668 } 637 }
669 else 638 else
670 { 639 {
671 /* indicate failure */ 640 /* indicate failure */
672 *cx = -1; 641 *cx = -1;
673 *cy = -1; 642 *cy = -1;
674 } 643 }
675} 644}
676 645
677void 646static void
678remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
679{ 648{
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 650 {
685 if (tmp->head) 651 object *next = tmp->above;
686 tmp = tmp->head; 652
687 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 654 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 655
690 if (tmp == NULL) 656 tmp = next;
691 break;
692 }; 657 }
693} 658}
694 659
695/* surrounds the point x,y by doors, so as to enclose something, like 660/* surrounds the point x,y by doors, so as to enclose something, like
696 a chest. It only goes as far as the 8 squares surrounding, and 661 a chest. It only goes as far as the 8 squares surrounding, and
697 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
698object ** 663static object **
699surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
700{ 665{
701 int i; 666 int i;
702 const char *doors[2]; 667 const char *doors[2];
703 object **doorlist; 668 object **doorlist;
704 int ndoors_made = 0; 669 int ndoors_made = 0;
717 } 682 }
718 683
719 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
720 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
721 { 686 {
722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + DIRX (i), y1 = y + DIRY (i);
723 688
724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
725 { /* place a door */ 690 { /* place a door */
726 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
727 692
728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 693 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
729 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
730 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 696 ndoors_made++;
732 } 697 }
733 } 698 }
734 699
735 return doorlist; 700 return doorlist;
736} 701}
737 702
738
739/* returns the first door in this square, or NULL if there isn't a door. */ 703/* returns the first door in this square, or NULL if there isn't a door. */
740object * 704static object *
741door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
742{ 706{
743 object *tmp;
744
745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 707 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 709 return tmp;
710
748 return NULL; 711 return NULL;
749} 712}
750 713
751/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
752void 715static void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
754{ 717{
755 int i, j; 718 int i, j;
756 object *door; 719 object *door;
757 720
758 /* bounds check x and y */ 721 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
760 return; 723 return;
761 724
762 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
764 return; 727 return;
765 728
766 /* check off this point */ 729 /* check off this point */
767 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
768 { /* there could be a door here */ 731 { /* there could be a door here */
769 layout[x][y] = 1; 732 maze[x][y] = 1;
770 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
771 if (door) 734 if (door)
772 { 735 {
773 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
774 737
781 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
782 } 745 }
783 } 746 }
784 else 747 else
785 { 748 {
786 layout[x][y] = 1; 749 maze[x][y] = 1;
787 750
788 /* now search all the 8 squares around recursively for free spots,in random order */ 751 /* now search all the 8 squares around recursively for free spots,in random order */
789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
790 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 754 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
792 doorlist, ndoors, RP); 755 doorlist, ndoors);
793 } 756 }
794} 757}
795 758
796/* find a random non-blocked spot in this room to drop a key. */ 759/* find a random non-blocked spot in this room to drop a key. */
797object ** 760static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
799{ 762{
800 int i, j; 763 int i, j;
801 int ndoors = 0; 764 int ndoors = 0;
802 765
803 object **doorlist = (object **)calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
804 767
805 LayoutData layout2 (RP->Xsize, RP->Ysize); 768 layout layout2 (map->width, map->height);
806 layout2.clear (); 769 layout2.clear ();
807 770
808 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
810 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 775
813 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
815 778
816 return doorlist; 779 return doorlist;
817} 780}
818 781
819/* 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
820 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
821void 784static void
822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{ 786{
824 object *door; 787 object *door;
825 int i; 788 int i;
826 789
827 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
828 791
829 if (opts & DOORED) 792 if (opts & DOORED)
830 { 793 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
832 { 795 {
833 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
834 797
835 door = doorlist[i]; 798 door = doorlist[i];
836 new_door->face = door->face; 799 new_door->face = door->face;
837 new_door->x = door->x; 800 new_door->x = door->x;
838 new_door->y = door->y; 801 new_door->y = door->y;
839 door->remove ();
840 door->destroy (); 802 door->destroy ();
841 doorlist[i] = new_door; 803 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
845 } 807 }
846 } 808 }
847 809
848 /* 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. */
849 if (opts & HIDDEN) 811 if (opts & HIDDEN)
861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863 825
864 door->face = wallface->face; 826 door->face = wallface->face;
865 827
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
867 wallface->remove ();
868
869 wallface->destroy (); 828 wallface->destroy ();
870 } 829 }
871 } 830 }
872 } 831 }
873} 832}

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