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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.41 by root, Thu Jul 24 20:35:37 2008 UTC vs.
Revision 1.61 by root, Sun May 1 16:58:16 2011 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 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{
68 78
69 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
70 sure a key is placed on both sides of the door. 80 sure a key is placed on both sides of the door.
71*/ 81*/
72static int 82static int
73keyplace (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)
74{ 84{
75 int i, j; 85 int i, j;
76 int kx = 0, ky = 0; 86 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */ 87 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode); 88 object *the_key = gen_key (keycode);
82 int tries = 0; 92 int tries = 0;
83 93
84 the_keymaster = 0; 94 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster) 95 while (tries < 15 && !the_keymaster)
86 { 96 {
87 i = rmg_rndm (RP->Xsize - 2) + 1; 97 i = rmg_rndm (map->width - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1; 98 j = rmg_rndm (map->height - 2) + 1;
89 tries++; 99 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP); 100 the_keymaster = find_closest_monster (map, i, j);
91 } 101 }
92 102
93 /* 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. */
94 if (!the_keymaster) 104 if (!the_keymaster)
95 { 105 {
96 int freeindex; 106 int freeindex;
97 107
98 freeindex = -1; 108 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++) 109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 { 110 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1; 111 kx = rmg_rndm (map->width - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1; 112 ky = rmg_rndm (map->height - 2) + 1;
103 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);
104 } 114 }
105 115
106 // can freeindex ever be < 0? 116 // can freeindex ever be < 0?
107 if (freeindex >= 0) 117 if (freeindex >= 0)
108 { 118 {
121 { 131 {
122 the_key->destroy (); 132 the_key->destroy ();
123 return 0; 133 return 0;
124 } 134 }
125 135
126 the_keymaster = find_monster_in_room (map, x, y, RP); 136 the_keymaster = find_monster_in_room (map, x, y);
127 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. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP); 138 find_spot_in_room (map, x, y, &kx, &ky);
129 } 139 }
130 else 140 else
131 { 141 {
132 int sum = 0; /* count how many keys we actually place */ 142 int sum = 0; /* count how many keys we actually place */
133 143
134 /* 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. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
139 149
140 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. */
141 { /* diagonally this time. */ 151 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
145 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
146 } 156 }
147 157
148 the_key->destroy (); 158 the_key->destroy ();
149 return 1; 159 return 1;
150 } 160 }
151 } 161 }
152 162
153 LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
154 if (the_keymaster) 163 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key); 164 the_keymaster->head_ ()->insert (the_key);
156 else 165 else
157 { 166 {
158 the_key->x = kx; 167 the_key->x = kx;
177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
178} 187}
179 188
180/* place treasures in the map, given the 189/* place treasures in the map, given the
181map, (required) 190map, (required)
182layout, (required) 191maze, (required)
183treasure 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.)
184treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
185*/ 194*/
186void 195void
187place_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)
188{ 197{
189 char styledirname[1024];
190 char stylefilepath[1024];
191 maptile *style_map = 0;
192 int num_treasures; 198 int num_treasures;
193 199
194 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
195 if (treasure_style) 201 if (treasure_style)
196 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
218 224
219 if (num_treasures <= 0) 225 if (num_treasures <= 0)
220 return; 226 return;
221 227
222 /* get the style map */ 228 /* get the style map */
223 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
225 style_map = find_style (styledirname, treasure_style, -1);
226 230
227 if (!style_map) 231 if (!style_map)
228 { 232 {
229 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);
230 return; 234 return;
231 } 235 }
232 236
233 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
234 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
245 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
246 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
247 { 251 {
248 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
249 { 253 {
250 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
251 { 255 {
252 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
253 object *chest; 257 object *chest;
254 258
255 if (tdiv == 3) 259 if (tdiv == 3)
261 if (!chest) 265 if (!chest)
262 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
263 267
264 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
265 { 269 {
266 object **doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
267 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
268 free (doorlist); 272 free (doorlist);
269 } 273 }
270 } 274 }
271 } 275 }
283 tries = 0; 287 tries = 0;
284 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
285 { 289 {
286 i = rmg_rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
287 j = rmg_rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
288 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
289 294
290 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
291 i = -1; 296 i = -1;
292 297
293 tries++; 298 tries++;
300 305
301 i = chest->x; 306 i = chest->x;
302 j = chest->y; 307 j = chest->y;
303 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
304 { 309 {
305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
306 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
307 free (doorlist); 312 free (doorlist);
308 } 313 }
309 } 314 }
310 } 315 }
311 } 316 }
312 else 317 else
313 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
314 int ti, i, j; 319 int ti, i, j;
315 320
316 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
317 { 322 {
318 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
323} 328}
324 329
325/* 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
326 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,
327 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 */
328object * 333static object *
329place_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)
330{ 335{
331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
332 337
333 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
356 if (tlist != NULL) 361 if (tlist != NULL)
357 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
358 { /* use the treasure list */ 363 { /* use the treasure list */
359 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
360 365
361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
362 } 367 }
363 else 368 else
364 { /* use the style map */ 369 { /* use the style map */
365 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
366 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
374 } 379 }
375 380
376 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
377 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
378 { 383 {
379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
380 385
381 if (trap_map) 386 if (trap_map)
382 { 387 {
383 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384 389
400 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
401 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
403 { 408 {
404 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));
405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
406 } 411 }
407 412
408 /* actually place the chest. */ 413 /* actually place the chest. */
409 the_chest->x = xl; 414 the_chest->x = xl;
410 the_chest->y = yl; 415 the_chest->y = yl;
411 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
412 return the_chest; 417 return the_chest;
413} 418}
414 419
415
416/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
417 or walls */ 421static object *
418object *
419find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
420{ 423{
421 int i; 424 int i;
422 425
423 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
424 { 427 {
425 int lx, ly; 428 int lx, ly;
426 429
427 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
428 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
429 /* boundscheck */ 432 /* boundscheck */
430 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
431 /* 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. */
432 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
433 { 436 {
434 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
435 438
436 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
437 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
438 return the_monster; 443 return the_monster;
439 } 444 }
440 } 445 }
441 return NULL; 446 return NULL;
442} 447}
443 448
444/* 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. */
445 450
446object *theMonsterToFind; 451static object *theMonsterToFind;
447 452
448/* 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.
449 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 */
450 455static object *
451object *
452find_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)
453{ 457{
454 int i, j; 458 int i, j;
455 459
456 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
457 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
458 return theMonsterToFind; 462 return theMonsterToFind;
459 463
460 /* bounds check x and y */ 464 /* bounds check x and y */
461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
462 return theMonsterToFind; 466 return theMonsterToFind;
463 467
464 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
466 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
467 471
468 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
469 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
470 layout[x][y] = 1; 474 maze[x][y] = 1;
471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 { 476 {
473 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
474 478
475 /* check off this point */ 479 /* check off this point */
476 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);
477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
478 { 482 {
479 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
480 return theMonsterToFind; 484 return theMonsterToFind;
481 } 485 }
482 } 486 }
483 487
484 /* 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 */
485 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++)
486 { 490 {
487 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 + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
488 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
489 return theMonsterToFind; 493 return theMonsterToFind;
490 } 494 }
491 495
492 return theMonsterToFind; 496 return theMonsterToFind;
493} 497}
494 498
495/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
496 real work. */ 500 real work. */
497object * 501static object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
499{ 503{
500 Layout layout2 (RP); 504 layout layout2 (map->width, map->height);
501 505
502 layout2->clear (); 506 // find walls
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++) 507 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2->h; j++) 508 for (int j = 0; j < layout2.h; j++)
507 if (wall_blocked (map, i, j)) 509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
508 layout2[i][j] = '#';
509 510
510 theMonsterToFind = 0; 511 theMonsterToFind = 0;
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
512
513 layout2.free ();
514 513
515 return theMonsterToFind; 514 return theMonsterToFind;
516} 515}
517
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
519int *room_free_spots_x;
520int *room_free_spots_y;
521int number_of_free_spots_in_room;
522 516
523/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
524a 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
525that datastructure. */ 519that datastructure. */
526void 520static void
527find_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)
528{ 522{
529 int i, j;
530
531 /* bounds check x and y */ 523 /* bounds check x and y */
532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
533 return; 525 return;
534 526
535 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
536 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
537 return; 529 return;
538 530
539 /* 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.
540 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
541 /* check off this point */ 533 /* check off this point */
542 layout[x][y] = 1; 534 maze[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++;
546 536
547 /* 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 */
548 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++)
549 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 + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
550 540
551} 541}
552 542
553/* 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. */
554void 544static void
555find_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)
556{ 546{
557 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 548
560 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 550
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
567 { 553 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
569 for (j = 0; j < RP->Ysize; j++)
570 if (wall_blocked (map, i, j))
571 layout2[i][j] = '#';
572 }
573 555
574 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
576 558
577 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
578 {
579 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i];
582 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
583 562
584 /* deallocate the temp. layout */ 563 *kx = p.x;
585 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
586 free (layout2[i]); 565 }
587
588 free (layout2);
589 free (room_free_spots_x);
590 free (room_free_spots_y);
591} 566}
592
593 567
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
597void 571static void
598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
599{ 573{
600 int x, y; 574 int x, y;
601 int i; 575 int i;
602 576
603 x = *cx; 577 x = *cx;
607 { 581 {
608 int lx, ly, sindex; 582 int lx, ly, sindex;
609 583
610 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
611 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
612 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
613 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
615 { 589 {
616 *cx = lx; 590 *cx = lx;
617 *cy = ly; 591 *cy = ly;
625 { 599 {
626 int lx, ly, sindex; 600 int lx, ly, sindex;
627 601
628 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
629 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
630 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
632 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)
633 { 607 {
634 *cx = lx; 608 *cx = lx;
635 *cy = ly; 609 *cy = ly;
642 { 616 {
643 int lx, ly, sindex; 617 int lx, ly, sindex;
644 618
645 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
646 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
647 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
648 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
649 if (sindex) 623 if (sindex)
650 { 624 {
651 *cx = lx; 625 *cx = lx;
652 *cy = ly; 626 *cy = ly;
653 return; 627 return;
654 } 628 }
655 } 629 }
656 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
657 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);
658 632
659 if (i != -1) 633 if (i != -1)
660 { 634 {
661 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
667 *cx = -1; 641 *cx = -1;
668 *cy = -1; 642 *cy = -1;
669 } 643 }
670} 644}
671 645
672void 646static void
673remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
674{ 648{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 650 {
680 if (tmp->head) 651 object *next = tmp->above;
681 tmp = tmp->head; 652
682 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 654 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 655
685 if (tmp == NULL) 656 tmp = next;
686 break;
687 }; 657 }
688} 658}
689 659
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
693object ** 663static object **
694surround_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)
695{ 665{
696 int i; 666 int i;
697 const char *doors[2]; 667 const char *doors[2];
698 object **doorlist; 668 object **doorlist;
699 int ndoors_made = 0; 669 int ndoors_made = 0;
714 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
716 { 686 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 688
719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
720 { /* place a door */ 690 { /* place a door */
721 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
722 692
723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 693 object *new_door = archetype::get (freearr_x[i] == 0 ? doors[1] : doors[0]);
724 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
725 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
726 ndoors_made++; 696 ndoors_made++;
727 } 697 }
728 } 698 }
729 699
730 return doorlist; 700 return doorlist;
731} 701}
732 702
733
734/* 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. */
735object * 704static object *
736door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
737{ 706{
738 object *tmp;
739
740 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)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 709 return tmp;
710
743 return NULL; 711 return NULL;
744} 712}
745 713
746/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
747void 715static void
748find_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)
749{ 717{
750 int i, j; 718 int i, j;
751 object *door; 719 object *door;
752 720
753 /* bounds check x and y */ 721 /* bounds check x and y */
754 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
755 return; 723 return;
756 724
757 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
758 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
759 return; 727 return;
760 728
761 /* check off this point */ 729 /* check off this point */
762 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
763 { /* there could be a door here */ 731 { /* there could be a door here */
764 layout[x][y] = 1; 732 maze[x][y] = 1;
765 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
766 if (door) 734 if (door)
767 { 735 {
768 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
769 737
776 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
777 } 745 }
778 } 746 }
779 else 747 else
780 { 748 {
781 layout[x][y] = 1; 749 maze[x][y] = 1;
782 750
783 /* 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 */
784 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++)
785 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
787 doorlist, ndoors, RP); 755 doorlist, ndoors);
788 } 756 }
789} 757}
790 758
791/* 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. */
792object ** 760static object **
793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
794{ 762{
795 int i, j; 763 int i, j;
796 int ndoors = 0; 764 int ndoors = 0;
797 765
798 object **doorlist = (object **)calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 767
800 LayoutData layout2 (RP->Xsize, RP->Ysize); 768 layout layout2 (map->width, map->height);
801 layout2.clear (); 769 layout2.clear ();
802 770
803 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
805 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807 775
808 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
810 778
811 return doorlist; 779 return doorlist;
812} 780}
813 781
814/* 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
815 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
816void 784static void
817lock_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)
818{ 786{
819 object *door; 787 object *door;
820 int i; 788 int i;
821 789
822 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
823 791
824 if (opts & DOORED) 792 if (opts & DOORED)
825 { 793 {
826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
827 { 795 {
828 object *new_door = get_archetype (shstr_locked_door1); 796 object *new_door = archetype::get (shstr_locked_door1);
829 797
830 door = doorlist[i]; 798 door = doorlist[i];
831 new_door->face = door->face; 799 new_door->face = door->face;
832 new_door->x = door->x; 800 new_door->x = door->x;
833 new_door->y = door->y; 801 new_door->y = door->y;
834 door->remove ();
835 door->destroy (); 802 door->destroy ();
836 doorlist[i] = new_door; 803 doorlist[i] = new_door;
837 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
838 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));
839 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);
840 } 807 }
841 } 808 }
842 809
843 /* 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. */
844 if (opts & HIDDEN) 811 if (opts & HIDDEN)
856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858 825
859 door->face = wallface->face; 826 door->face = wallface->face;
860 827
861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
862 wallface->remove ();
863
864 wallface->destroy (); 828 wallface->destroy ();
865 } 829 }
866 } 830 }
867 } 831 }
868} 832}

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