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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 1.67 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
25 27
26#include <global.h> 28#include <global.h>
27#include <random_map.h> 29#include <rmg.h>
28#include <rproto.h> 30#include <rproto.h>
29 31
30/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
31 33
32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 34#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 */ 42#define LAST_OPTION 64 /* set this to the last real option, for random */
41 43
42#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 45#define PASS_DOORS 1
44 46
47static object *find_closest_monster (maptile *map, int x, int y);
48static object *find_monster_in_room (maptile *map, int x, int y);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
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);
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);
54static object **surround_by_doors (maptile *map, char **maze, 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{
52 63
53static object * 64static object *
54gen_key (const shstr &keycode) 65gen_key (const shstr &keycode)
55{ 66{
56 /* get a key and set its keycode */ 67 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2); 68 object *key = archetype::get (shstr_key_random_map);
58
59 key->slaying = keycode; 69 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; 70 return key;
66} 71}
67 72
68/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
69 keycode is the key's code, 74 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS. 75 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. 76 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: 77 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. 78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74 79
75 The idea is that you call keyplace on x,y where a door is, and it'll make 80 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. 81 sure a key is placed on both sides of the door.
77*/ 82*/
78static int 83static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) 84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
80{ 85{
81 int i, j; 86 int i, j;
82 int kx = 0, ky = 0; 87 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */ 88 object *the_keymaster; /* the monster that gets the key. */
84 object *the_key = gen_key (keycode); 89 object *the_key = gen_key (keycode);
88 int tries = 0; 93 int tries = 0;
89 94
90 the_keymaster = 0; 95 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster) 96 while (tries < 15 && !the_keymaster)
92 { 97 {
93 i = rmg_rndm (RP->Xsize - 2) + 1; 98 i = rmg_rndm (map->width - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1; 99 j = rmg_rndm (map->height - 2) + 1;
95 tries++; 100 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP); 101 the_keymaster = find_closest_monster (map, i, j);
97 } 102 }
98 103
99 /* if we don't find a good keymaster, drop the key on the ground. */ 104 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster) 105 if (!the_keymaster)
101 { 106 {
102 int freeindex; 107 int freeindex;
103 108
104 freeindex = -1; 109 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 { 111 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (map->width - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (map->height - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 } 115 }
111 116
112 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
113 if (freeindex >= 0) 118 if (freeindex >= 0)
114 { 119 {
115 kx += freearr_x [freeindex]; 120 kx += DIRX (freeindex);
116 ky += freearr_y [freeindex]; 121 ky += DIRY (freeindex);
117 } 122 }
118 } 123 }
119 } 124 }
120 else 125 else
121 { /* NO_PASS_DOORS --we have to work harder. */ 126 { /* NO_PASS_DOORS --we have to work harder. */
127 { 132 {
128 the_key->destroy (); 133 the_key->destroy ();
129 return 0; 134 return 0;
130 } 135 }
131 136
132 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP); 139 find_spot_in_room (map, x, y, &kx, &ky);
135 } 140 }
136 else 141 else
137 { 142 {
138 int sum = 0; /* count how many keys we actually place */ 143 int sum = 0; /* count how many keys we actually place */
139 144
140 /* I'm lazy, so just try to place in all 4 directions. */ 145 /* 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); 146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
145 150
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */ 152 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
152 } 157 }
153 158
154 the_key->destroy (); 159 the_key->destroy ();
155 return 1; 160 return 1;
156 } 161 }
180 185
181 m->at (x, y).update (); 186 m->at (x, y).update ();
182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
183} 188}
184 189
185/* place treasures in the map, given the 190/* place treasures in the map, given the
186map, (required) 191map, (required)
187layout, (required) 192maze, (required)
188treasure 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.)
189treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
190*/ 195*/
191void 196void
192place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
193{ 198{
194 char styledirname[1024];
195 char stylefilepath[1024];
196 maptile *style_map = 0;
197 int num_treasures; 199 int num_treasures;
198 200
199 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
200 if (treasure_style) 202 if (treasure_style)
201 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
223 225
224 if (num_treasures <= 0) 226 if (num_treasures <= 0)
225 return; 227 return;
226 228
227 /* get the style map */ 229 /* get the style map */
228 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 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);
231 231
232 if (!style_map) 232 if (!style_map)
233 { 233 {
234 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);
235 return; 235 return;
236 } 236 }
237 237
238 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
239 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
250 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
251 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
252 { 252 {
253 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
254 { 254 {
255 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
256 { 256 {
257 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
258 object *chest; 258 object *chest;
259 259
260 if (tdiv == 3) 260 if (tdiv == 3)
266 if (!chest) 266 if (!chest)
267 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268 268
269 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
270 { 270 {
271 object **doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
272 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
273 free (doorlist); 273 free (doorlist);
274 } 274 }
275 } 275 }
276 } 276 }
288 tries = 0; 288 tries = 0;
289 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
290 { 290 {
291 i = rmg_rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
292 j = rmg_rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
293 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
294 295
295 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
296 i = -1; 297 i = -1;
297 298
298 tries++; 299 tries++;
305 306
306 i = chest->x; 307 i = chest->x;
307 j = chest->y; 308 j = chest->y;
308 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
309 { 310 {
310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
311 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
312 free (doorlist); 313 free (doorlist);
313 } 314 }
314 } 315 }
315 } 316 }
316 } 317 }
317 else 318 else
318 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
319 int ti, i, j; 320 int ti, i, j;
320 321
321 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
322 { 323 {
323 i = rmg_rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
328} 329}
329 330
330/* put a chest into the map, near x and y, with the treasure style 331/* 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, 332 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 */ 333 if the global variable "treasurestyle" is set to that treasure list's name */
333object * 334static object *
334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 335place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
335{ 336{
336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
337 338
338 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
341 { 342 {
342 the_chest->destroy (); 343 the_chest->destroy ();
343 return NULL; 344 return NULL;
344 } 345 }
345 346
346 int xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
347 int yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
348 349
349 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
350 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
351 return 0; 352 return 0;
352 353
361 if (tlist != NULL) 362 if (tlist != NULL)
362 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */ 364 { /* use the treasure list */
364 object *new_treasure = style_map->pick_random_object (rmg_rndm); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365 366
366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
367 } 368 }
368 else 369 else
369 { /* use the style map */ 370 { /* use the style map */
370 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
379 } 380 }
380 381
381 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
382 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
383 { 384 {
384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
385 386
386 if (trap_map) 387 if (trap_map)
387 { 388 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389 390
405 the lockcode. It's not worth bothering to lock the chest if 406 the lockcode. It's not worth bothering to lock the chest if
406 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
408 { 409 {
409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 410 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); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
411 } 412 }
412 413
413 /* actually place the chest. */ 414 /* actually place the chest. */
414 the_chest->x = xl; 415 the_chest->x = xl;
415 the_chest->y = yl; 416 the_chest->y = yl;
416 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
417 return the_chest; 418 return the_chest;
418} 419}
419 420
420
421/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
422 or walls */ 422static object *
423object *
424find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
425{ 424{
426 int i; 425 int i;
427 426
428 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
429 { 428 {
430 int lx, ly; 429 int lx, ly;
431 430
432 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
433 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
434 /* boundscheck */ 433 /* boundscheck */
435 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
436 /* don't bother searching this square unless the map says life exists. */ 435 /* don't bother searching this square unless the map says life exists. */
437 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
438 { 437 {
439 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
440 439
441 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 440 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
441 ;
442
442 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
443 return the_monster; 444 return the_monster;
444 } 445 }
445 } 446 }
446 return NULL; 447 return NULL;
447} 448}
448 449
449/* both find_monster_in_room routines need to have access to this. */ 450/* both find_monster_in_room routines need to have access to this. */
450 451
451object *theMonsterToFind; 452static object *theMonsterToFind;
452 453
453/* a recursive routine which will return a monster, eventually,if there is one. 454/* 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 */ 455 it does a check-off on the maze, converting 0's to 1's */
455 456static object *
456object *
457find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 457find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
458{ 458{
459 int i, j; 459 int i, j;
460 460
461 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
462 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
463 return theMonsterToFind; 463 return theMonsterToFind;
464 464
465 /* bounds check x and y */ 465 /* bounds check x and y */
466 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
467 return theMonsterToFind; 467 return theMonsterToFind;
468 468
469 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
470 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
471 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
472 472
473 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
474 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
475 layout[x][y] = 1; 475 maze[x][y] = 1;
476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
477 { 477 {
478 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
479 479
480 /* check off this point */ 480 /* check off this point */
481 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 481 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
482 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
483 { 483 {
484 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
485 return theMonsterToFind; 485 return theMonsterToFind;
486 } 486 }
487 } 487 }
488 488
489 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* 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++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
491 { 491 {
492 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
493 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
494 return theMonsterToFind; 494 return theMonsterToFind;
495 } 495 }
496 496
497 return theMonsterToFind; 497 return theMonsterToFind;
498} 498}
499 499
500/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
501 real work. */ 501 real work. */
502object * 502static object *
503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
504{ 504{
505 Layout layout2 (RP); 505 layout layout2 (map->width, map->height);
506 506
507 layout2->clear (); 507 // find walls
508
509 /* allocate and copy the layout, converting C to 0. */
510 for (int i = 0; i < layout2->w; i++) 508 for (int i = 0; i < layout2.w; i++)
511 for (int j = 0; j < layout2->h; j++) 509 for (int j = 0; j < layout2.h; j++)
512 if (wall_blocked (map, i, j)) 510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
513 layout2[i][j] = '#';
514 511
515 theMonsterToFind = 0; 512 theMonsterToFind = 0;
516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
517
518 layout2.free ();
519 514
520 return theMonsterToFind; 515 return theMonsterToFind;
521} 516}
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;
527 517
528/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
529a datastructure of free points is set up, and a position chosen from 519a datastructure of free points is set up, and a position chosen from
530that datastructure. */ 520that datastructure. */
531void 521static void
532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
533{ 523{
534 int i, j;
535
536 /* bounds check x and y */ 524 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
538 return; 526 return;
539 527
540 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
541 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
542 return; 530 return;
543 531
544 /* set the current square as checked, and add it to the list. 532 /* set the current square as checked, and add it to the list.
545 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
546 /* check off this point */ 534 /* check off this point */
547 layout[x][y] = 1; 535 maze[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
549 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++;
551 537
552 /* now search all the 8 squares around recursively for free spots,in random order */ 538 /* 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++) 539 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); 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
555 541
556} 542}
557 543
558/* find a random non-blocked spot in this room to drop a key. */ 544/* find a random non-blocked spot in this room to drop a key. */
559void 545static void
560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 546find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
561{ 547{
562 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
563 int i, j;
564 549
565 number_of_free_spots_in_room = 0; 550 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);
568 551
569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
570 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
571 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
572 { 554 for (int j = 0; j < map->height; j++)
573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 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 }
578 556
579 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
580 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
581 559
582 if (number_of_free_spots_in_room > 0) 560 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 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
588 563
589 /* deallocate the temp. layout */ 564 *kx = p.x;
590 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
591 free (layout2[i]); 566 }
592
593 free (layout2);
594 free (room_free_spots_x);
595 free (room_free_spots_y);
596} 567}
597
598 568
599/* searches the map for a spot with walls around it. The more 569/* 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 570 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.*/ 571 it'll return 0 if no FREE spots are found.*/
602void 572static void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
604{ 574{
605 int x, y; 575 int x, y;
606 int i; 576 int i;
607 577
608 x = *cx; 578 x = *cx;
610 580
611 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
612 { 582 {
613 int lx, ly, sindex; 583 int lx, ly, sindex;
614 584
615 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
616 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
617 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
618 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
620 { 590 {
621 *cx = lx; 591 *cx = lx;
622 *cy = ly; 592 *cy = ly;
628 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
629 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
630 { 600 {
631 int lx, ly, sindex; 601 int lx, ly, sindex;
632 602
633 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
634 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
635 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
636 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 607 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
638 { 608 {
639 *cx = lx; 609 *cx = lx;
640 *cy = ly; 610 *cy = ly;
645 /* settle for one surround point */ 615 /* settle for one surround point */
646 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
647 { 617 {
648 int lx, ly, sindex; 618 int lx, ly, sindex;
649 619
650 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
651 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
652 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
653 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
654 if (sindex) 624 if (sindex)
655 { 625 {
656 *cx = lx; 626 *cx = lx;
657 *cy = ly; 627 *cy = ly;
658 return; 628 return;
659 } 629 }
660 } 630 }
661 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 633
664 if (i != -1) 634 if (i != -1)
665 { 635 {
666 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
667 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
668 } 638 }
669 else 639 else
670 { 640 {
671 /* indicate failure */ 641 /* indicate failure */
672 *cx = -1; 642 *cx = -1;
673 *cy = -1; 643 *cy = -1;
674 } 644 }
675} 645}
676 646
677void 647static void
678remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
679{ 649{
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 651 {
685 if (tmp->head) 652 object *next = tmp->above;
686 tmp = tmp->head; 653
687 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 655 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 656
690 if (tmp == NULL) 657 tmp = next;
691 break;
692 }; 658 }
693} 659}
694 660
695/* surrounds the point x,y by doors, so as to enclose something, like 661/* 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 662 a chest. It only goes as far as the 8 squares surrounding, and
697 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
698object ** 664static object **
699surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 665surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
700{ 666{
701 int i; 667 int i;
702 const char *doors[2]; 668 const char *doors[2];
703 object **doorlist; 669 object **doorlist;
704 int ndoors_made = 0; 670 int ndoors_made = 0;
717 } 683 }
718 684
719 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
720 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
721 { 687 {
722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
723 689
724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
725 { /* place a door */ 691 { /* place a door */
726 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
727 693
728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 694 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
729 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
730 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 697 ndoors_made++;
732 } 698 }
733 } 699 }
734 700
735 return doorlist; 701 return doorlist;
736} 702}
737 703
738
739/* returns the first door in this square, or NULL if there isn't a door. */ 704/* returns the first door in this square, or NULL if there isn't a door. */
740object * 705static object *
741door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
742{ 707{
743 object *tmp;
744
745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 708 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 710 return tmp;
711
748 return NULL; 712 return NULL;
749} 713}
750 714
751/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
752void 716static void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 717find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
754{ 718{
755 int i, j; 719 int i, j;
756 object *door; 720 object *door;
757 721
758 /* bounds check x and y */ 722 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
760 return; 724 return;
761 725
762 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
764 return; 728 return;
765 729
766 /* check off this point */ 730 /* check off this point */
767 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
768 { /* there could be a door here */ 732 { /* there could be a door here */
769 layout[x][y] = 1; 733 maze[x][y] = 1;
770 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
771 if (door) 735 if (door)
772 { 736 {
773 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
774 738
781 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
782 } 746 }
783 } 747 }
784 else 748 else
785 { 749 {
786 layout[x][y] = 1; 750 maze[x][y] = 1;
787 751
788 /* now search all the 8 squares around recursively for free spots,in random order */ 752 /* 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++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
790 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
792 doorlist, ndoors, RP); 756 doorlist, ndoors);
793 } 757 }
794} 758}
795 759
796/* find a random non-blocked spot in this room to drop a key. */ 760/* find a random non-blocked spot in this room to drop a key. */
797object ** 761static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
799{ 763{
800 int i, j; 764 int i, j;
801 int ndoors = 0; 765 int ndoors = 0;
802 766
803 object **doorlist = (object **)calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
804 768
805 LayoutData layout2 (RP->Xsize, RP->Ysize); 769 layout layout2 (map->width, map->height);
806 layout2.clear (); 770 layout2.clear ();
807 771
808 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
810 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 776
813 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
815 779
816 return doorlist; 780 return doorlist;
817} 781}
818 782
819/* locks and/or hides all the doors in doorlist, or does nothing if 783/* locks and/or hides all the doors in doorlist, or does nothing if
820 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
821void 785static void
822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 786lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{ 787{
824 object *door; 788 object *door;
825 int i; 789 int i;
826 790
827 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
828 792
829 if (opts & DOORED) 793 if (opts & DOORED)
830 { 794 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
832 { 796 {
833 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
834 798
835 door = doorlist[i]; 799 door = doorlist[i];
836 new_door->face = door->face; 800 new_door->face = door->face;
837 new_door->x = door->x; 801 new_door->x = door->x;
838 new_door->y = door->y; 802 new_door->y = door->y;
839 door->remove ();
840 door->destroy (); 803 door->destroy ();
841 doorlist[i] = new_door; 804 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0); 805 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)); 806 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); 807 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
845 } 808 }
846 } 809 }
847 810
848 /* change the faces of the doors and surrounding walls to hide them. */ 811 /* change the faces of the doors and surrounding walls to hide them. */
849 if (opts & HIDDEN) 812 if (opts & HIDDEN)
861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863 826
864 door->face = wallface->face; 827 door->face = wallface->face;
865 828
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
867 wallface->remove ();
868
869 wallface->destroy (); 829 wallface->destroy ();
870 } 830 }
871 } 831 }
872 } 832 }
873} 833}

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