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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.42 by root, Thu Sep 25 04:35:50 2008 UTC vs.
Revision 1.64 by root, Wed Nov 16 23:42:02 2016 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{
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 }
176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
177} 187}
178 188
179/* place treasures in the map, given the 189/* place treasures in the map, given the
180map, (required) 190map, (required)
181layout, (required) 191maze, (required)
182treasure 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.)
183treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
184*/ 194*/
185void 195void
186place_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)
187{ 197{
188 char styledirname[1024];
189 char stylefilepath[1024];
190 maptile *style_map = 0;
191 int num_treasures; 198 int num_treasures;
192 199
193 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
194 if (treasure_style) 201 if (treasure_style)
195 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
217 224
218 if (num_treasures <= 0) 225 if (num_treasures <= 0)
219 return; 226 return;
220 227
221 /* get the style map */ 228 /* get the style map */
222 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
224 style_map = find_style (styledirname, treasure_style, -1);
225 230
226 if (!style_map) 231 if (!style_map)
227 { 232 {
228 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);
229 return; 234 return;
230 } 235 }
231 236
232 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
233 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
244 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
245 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
246 { 251 {
247 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
248 { 253 {
249 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
250 { 255 {
251 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
252 object *chest; 257 object *chest;
253 258
254 if (tdiv == 3) 259 if (tdiv == 3)
260 if (!chest) 265 if (!chest)
261 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
262 267
263 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
264 { 269 {
265 object **doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
266 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
267 free (doorlist); 272 free (doorlist);
268 } 273 }
269 } 274 }
270 } 275 }
282 tries = 0; 287 tries = 0;
283 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
284 { 289 {
285 i = rmg_rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
286 j = rmg_rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
287 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
288 294
289 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
290 i = -1; 296 i = -1;
291 297
292 tries++; 298 tries++;
299 305
300 i = chest->x; 306 i = chest->x;
301 j = chest->y; 307 j = chest->y;
302 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
303 { 309 {
304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
305 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
306 free (doorlist); 312 free (doorlist);
307 } 313 }
308 } 314 }
309 } 315 }
310 } 316 }
311 else 317 else
312 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
313 int ti, i, j; 319 int ti, i, j;
314 320
315 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
316 { 322 {
317 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
322} 328}
323 329
324/* 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
325 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,
326 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 */
327object * 333static object *
328place_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)
329{ 335{
330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
331 337
332 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
355 if (tlist != NULL) 361 if (tlist != NULL)
356 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
357 { /* use the treasure list */ 363 { /* use the treasure list */
358 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
359 365
360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
361 } 367 }
362 else 368 else
363 { /* use the style map */ 369 { /* use the style map */
364 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
365 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
373 } 379 }
374 380
375 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
376 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
377 { 383 {
378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
379 385
380 if (trap_map) 386 if (trap_map)
381 { 387 {
382 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383 389
399 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
400 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
402 { 408 {
403 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));
404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
405 } 411 }
406 412
407 /* actually place the chest. */ 413 /* actually place the chest. */
408 the_chest->x = xl; 414 the_chest->x = xl;
409 the_chest->y = yl; 415 the_chest->y = yl;
410 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
411 return the_chest; 417 return the_chest;
412} 418}
413 419
414
415/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
416 or walls */ 421static object *
417object *
418find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
419{ 423{
420 int i; 424 int i;
421 425
422 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
423 { 427 {
424 int lx, ly; 428 int lx, ly;
425 429
426 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
427 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
428 /* boundscheck */ 432 /* boundscheck */
429 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
430 /* 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. */
431 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
432 { 436 {
433 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
434 438
435 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
436 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
437 return the_monster; 443 return the_monster;
438 } 444 }
439 } 445 }
440 return NULL; 446 return NULL;
441} 447}
442 448
443/* 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. */
444 450
445object *theMonsterToFind; 451static object *theMonsterToFind;
446 452
447/* 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.
448 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 */
449 455static object *
450object *
451find_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)
452{ 457{
453 int i, j; 458 int i, j;
454 459
455 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
456 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
457 return theMonsterToFind; 462 return theMonsterToFind;
458 463
459 /* bounds check x and y */ 464 /* bounds check x and y */
460 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
461 return theMonsterToFind; 466 return theMonsterToFind;
462 467
463 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
464 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
465 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
466 471
467 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
468 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
469 layout[x][y] = 1; 474 maze[x][y] = 1;
470 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
471 { 476 {
472 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
473 478
474 /* check off this point */ 479 /* check off this point */
475 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);
476 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
477 { 482 {
478 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
479 return theMonsterToFind; 484 return theMonsterToFind;
480 } 485 }
481 } 486 }
482 487
483 /* 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 */
484 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++)
485 { 490 {
486 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]);
487 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
488 return theMonsterToFind; 493 return theMonsterToFind;
489 } 494 }
490 495
491 return theMonsterToFind; 496 return theMonsterToFind;
492} 497}
493 498
494/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
495 real work. */ 500 real work. */
496object * 501static object *
497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
498{ 503{
499 Layout layout2 (RP); 504 layout layout2 (map->width, map->height);
500 505
501 layout2->clear (); 506 // find walls
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++) 507 for (int i = 0; i < layout2.w; i++)
505 for (int j = 0; j < layout2->h; j++) 508 for (int j = 0; j < layout2.h; j++)
506 if (wall_blocked (map, i, j)) 509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
507 layout2[i][j] = '#';
508 510
509 theMonsterToFind = 0; 511 theMonsterToFind = 0;
510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
511
512 layout2.free ();
513 513
514 return theMonsterToFind; 514 return theMonsterToFind;
515} 515}
516
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x;
519int *room_free_spots_y;
520int number_of_free_spots_in_room;
521 516
522/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 519that datastructure. */
525void 520static void
526find_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)
527{ 522{
528 int i, j;
529
530 /* bounds check x and y */ 523 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
532 return; 525 return;
533 526
534 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
536 return; 529 return;
537 530
538 /* 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.
539 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
540 /* check off this point */ 533 /* check off this point */
541 layout[x][y] = 1; 534 maze[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
543 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++;
545 536
546 /* 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 */
547 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++)
548 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]);
549 540
550} 541}
551 542
552/* 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. */
553void 544static void
554find_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)
555{ 546{
556 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
557 int i, j;
558 548
559 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
560 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
561 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 550
563 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
564 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
565 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
566 { 553 for (int j = 0; j < map->height; j++)
567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
568 for (j = 0; j < RP->Ysize; j++)
569 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#';
571 }
572 555
573 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
575 558
576 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
577 {
578 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i];
581 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
582 562
583 /* deallocate the temp. layout */ 563 *kx = p.x;
584 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
585 free (layout2[i]); 565 }
586
587 free (layout2);
588 free (room_free_spots_x);
589 free (room_free_spots_y);
590} 566}
591
592 567
593/* 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
594 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
595 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
596void 571static void
597find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
598{ 573{
599 int x, y; 574 int x, y;
600 int i; 575 int i;
601 576
602 x = *cx; 577 x = *cx;
606 { 581 {
607 int lx, ly, sindex; 582 int lx, ly, sindex;
608 583
609 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
610 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
611 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
612 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
613 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
614 { 589 {
615 *cx = lx; 590 *cx = lx;
616 *cy = ly; 591 *cy = ly;
624 { 599 {
625 int lx, ly, sindex; 600 int lx, ly, sindex;
626 601
627 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
628 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
629 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
630 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
631 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)
632 { 607 {
633 *cx = lx; 608 *cx = lx;
634 *cy = ly; 609 *cy = ly;
641 { 616 {
642 int lx, ly, sindex; 617 int lx, ly, sindex;
643 618
644 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
645 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
646 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
647 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
648 if (sindex) 623 if (sindex)
649 { 624 {
650 *cx = lx; 625 *cx = lx;
651 *cy = ly; 626 *cy = ly;
652 return; 627 return;
653 } 628 }
654 } 629 }
655 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
656 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);
657 632
658 if (i != -1) 633 if (i != -1)
659 { 634 {
660 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
661 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
666 *cx = -1; 641 *cx = -1;
667 *cy = -1; 642 *cy = -1;
668 } 643 }
669} 644}
670 645
671void 646static void
672remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
673{ 648{
674 object *tmp;
675
676 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 650 {
679 if (tmp->head) 651 object *next = tmp->above;
680 tmp = tmp->head; 652
681 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
682 tmp->destroy (); 654 tmp->head_ ()->destroy ();
683 tmp = GET_MAP_OB (map, x, y); 655
684 if (tmp == NULL) 656 tmp = next;
685 break;
686 }; 657 }
687} 658}
688 659
689/* 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
690 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
691 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
692object ** 663static object **
693surround_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)
694{ 665{
695 int i; 666 int i;
696 const char *doors[2]; 667 const char *doors[2];
697 object **doorlist; 668 object **doorlist;
698 int ndoors_made = 0; 669 int ndoors_made = 0;
713 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
714 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
715 { 686 {
716 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
717 688
718 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
719 { /* place a door */ 690 { /* place a door */
720 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
721 692
722 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]);
723 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
724 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
725 ndoors_made++; 696 ndoors_made++;
726 } 697 }
727 } 698 }
728 699
729 return doorlist; 700 return doorlist;
730} 701}
731 702
732
733/* 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. */
734object * 704static object *
735door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
736{ 706{
737 object *tmp;
738
739 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)
740 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
741 return tmp; 709 return tmp;
710
742 return NULL; 711 return NULL;
743} 712}
744 713
745/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
746void 715static void
747find_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)
748{ 717{
749 int i, j; 718 int i, j;
750 object *door; 719 object *door;
751 720
752 /* bounds check x and y */ 721 /* bounds check x and y */
753 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
754 return; 723 return;
755 724
756 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
757 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
758 return; 727 return;
759 728
760 /* check off this point */ 729 /* check off this point */
761 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
762 { /* there could be a door here */ 731 { /* there could be a door here */
763 layout[x][y] = 1; 732 maze[x][y] = 1;
764 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
765 if (door) 734 if (door)
766 { 735 {
767 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
768 737
775 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
776 } 745 }
777 } 746 }
778 else 747 else
779 { 748 {
780 layout[x][y] = 1; 749 maze[x][y] = 1;
781 750
782 /* 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 */
783 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++)
784 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
785 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],
786 doorlist, ndoors, RP); 755 doorlist, ndoors);
787 } 756 }
788} 757}
789 758
790/* 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. */
791object ** 760static object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
793{ 762{
794 int i, j; 763 int i, j;
795 int ndoors = 0; 764 int ndoors = 0;
796 765
797 object **doorlist = (object **)calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 767
799 LayoutData layout2 (RP->Xsize, RP->Ysize); 768 layout layout2 (map->width, map->height);
800 layout2.clear (); 769 layout2.clear ();
801 770
802 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
804 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
805 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806 775
807 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
808 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
809 778
810 return doorlist; 779 return doorlist;
811} 780}
812 781
813/* 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
814 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
815void 784static void
816lock_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)
817{ 786{
818 object *door; 787 object *door;
819 int i; 788 int i;
820 789
821 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
822 791
823 if (opts & DOORED) 792 if (opts & DOORED)
824 { 793 {
825 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
826 { 795 {
827 object *new_door = get_archetype (shstr_locked_door1); 796 object *new_door = archetype::get (shstr_locked_door1);
828 797
829 door = doorlist[i]; 798 door = doorlist[i];
830 new_door->face = door->face; 799 new_door->face = door->face;
831 new_door->x = door->x; 800 new_door->x = door->x;
832 new_door->y = door->y; 801 new_door->y = door->y;
833 door->remove ();
834 door->destroy (); 802 door->destroy ();
835 doorlist[i] = new_door; 803 doorlist[i] = new_door;
836 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
837 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));
838 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);
839 } 807 }
840 } 808 }
841 809
842 /* 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. */
843 if (opts & HIDDEN) 811 if (opts & HIDDEN)
855 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
856 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
857 825
858 door->face = wallface->face; 826 door->face = wallface->face;
859 827
860 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
861 wallface->remove ();
862
863 wallface->destroy (); 828 wallface->destroy ();
864 } 829 }
865 } 830 }
866 } 831 }
867} 832}

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