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Revision 1.49 by root, Fri Mar 26 00:59:21 2010 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 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26 26
27#include <global.h> 27#include <global.h>
28#include <random_map.h> 28#include <rmg.h>
29#include <rproto.h> 29#include <rproto.h>
30 30
31/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
32 32
33#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. */
41#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 */
42 42
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); 46static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); 47static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); 48static 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); 49static 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, random_map_params *RP); 50static 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); 51static 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, random_map_params *RP); 52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); 53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55 54
56/* a macro to get a strongly centered random distribution, 55/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */ 56 from 0 to x, centered at x/2 */
58static int 57static int
59bc_random (int x) 58bc_random (int x)
79 78
80 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
81 sure a key is placed on both sides of the door. 80 sure a key is placed on both sides of the door.
82*/ 81*/
83static int 82static int
84keyplace (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)
85{ 84{
86 int i, j; 85 int i, j;
87 int kx = 0, ky = 0; 86 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */ 87 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode); 88 object *the_key = gen_key (keycode);
93 int tries = 0; 92 int tries = 0;
94 93
95 the_keymaster = 0; 94 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster) 95 while (tries < 15 && !the_keymaster)
97 { 96 {
98 i = rmg_rndm (RP->Xsize - 2) + 1; 97 i = rmg_rndm (map->width - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1; 98 j = rmg_rndm (map->height - 2) + 1;
100 tries++; 99 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP); 100 the_keymaster = find_closest_monster (map, i, j);
102 } 101 }
103 102
104 /* 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. */
105 if (!the_keymaster) 104 if (!the_keymaster)
106 { 105 {
107 int freeindex; 106 int freeindex;
108 107
109 freeindex = -1; 108 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++) 109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 { 110 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1; 111 kx = rmg_rndm (map->width - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1; 112 ky = rmg_rndm (map->height - 2) + 1;
114 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);
115 } 114 }
116 115
117 // can freeindex ever be < 0? 116 // can freeindex ever be < 0?
118 if (freeindex >= 0) 117 if (freeindex >= 0)
119 { 118 {
132 { 131 {
133 the_key->destroy (); 132 the_key->destroy ();
134 return 0; 133 return 0;
135 } 134 }
136 135
137 the_keymaster = find_monster_in_room (map, x, y, RP); 136 the_keymaster = find_monster_in_room (map, x, y);
138 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. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP); 138 find_spot_in_room (map, x, y, &kx, &ky);
140 } 139 }
141 else 140 else
142 { 141 {
143 int sum = 0; /* count how many keys we actually place */ 142 int sum = 0; /* count how many keys we actually place */
144 143
145 /* 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. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
150 149
151 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. */
152 { /* diagonally this time. */ 151 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
157 } 156 }
158 157
159 the_key->destroy (); 158 the_key->destroy ();
160 return 1; 159 return 1;
161 } 160 }
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
188} 187}
189 188
190/* place treasures in the map, given the 189/* place treasures in the map, given the
191map, (required) 190map, (required)
192layout, (required) 191maze, (required)
193treasure 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.)
194treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
195*/ 194*/
196void 195void
197place_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)
198{ 197{
199 char styledirname[1024];
200 char stylefilepath[1024];
201 maptile *style_map = 0;
202 int num_treasures; 198 int num_treasures;
203 199
204 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
205 if (treasure_style) 201 if (treasure_style)
206 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
228 224
229 if (num_treasures <= 0) 225 if (num_treasures <= 0)
230 return; 226 return;
231 227
232 /* get the style map */ 228 /* get the style map */
233 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
235 style_map = find_style (styledirname, treasure_style, -1);
236 230
237 if (!style_map) 231 if (!style_map)
238 { 232 {
239 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);
240 return; 234 return;
241 } 235 }
242 236
243 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
244 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
255 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
256 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
257 { 251 {
258 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
259 { 253 {
260 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
261 { 255 {
262 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
263 object *chest; 257 object *chest;
264 258
265 if (tdiv == 3) 259 if (tdiv == 3)
271 if (!chest) 265 if (!chest)
272 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
273 267
274 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
275 { 269 {
276 object **doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
277 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
278 free (doorlist); 272 free (doorlist);
279 } 273 }
280 } 274 }
281 } 275 }
293 tries = 0; 287 tries = 0;
294 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
295 { 289 {
296 i = rmg_rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
297 j = rmg_rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
298 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
299 294
300 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
301 i = -1; 296 i = -1;
302 297
303 tries++; 298 tries++;
310 305
311 i = chest->x; 306 i = chest->x;
312 j = chest->y; 307 j = chest->y;
313 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
314 { 309 {
315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
316 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
317 free (doorlist); 312 free (doorlist);
318 } 313 }
319 } 314 }
320 } 315 }
321 } 316 }
322 else 317 else
323 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
324 int ti, i, j; 319 int ti, i, j;
325 320
326 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
327 { 322 {
328 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
384 } 379 }
385 380
386 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
387 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
388 { 383 {
389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
390 385
391 if (trap_map) 386 if (trap_map)
392 { 387 {
393 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394 389
410 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
411 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
413 { 408 {
414 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));
415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
416 } 411 }
417 412
418 /* actually place the chest. */ 413 /* actually place the chest. */
419 the_chest->x = xl; 414 the_chest->x = xl;
420 the_chest->y = yl; 415 the_chest->y = yl;
422 return the_chest; 417 return the_chest;
423} 418}
424 419
425/* finds the closest monster and returns him, regardless of doors or walls */ 420/* finds the closest monster and returns him, regardless of doors or walls */
426static object * 421static object *
427find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
428{ 423{
429 int i; 424 int i;
430 425
431 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
432 { 427 {
433 int lx, ly; 428 int lx, ly;
434 429
435 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
436 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
437 /* boundscheck */ 432 /* boundscheck */
438 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
439 /* 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. */
440 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
441 { 436 {
442 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
443 438
444 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
445 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
446 return the_monster; 443 return the_monster;
447 } 444 }
448 } 445 }
449 return NULL; 446 return NULL;
450} 447}
452/* 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. */
453 450
454static object *theMonsterToFind; 451static object *theMonsterToFind;
455 452
456/* 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.
457 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 */
458static object * 455static object *
459find_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)
460{ 457{
461 int i, j; 458 int i, j;
462 459
463 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
464 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
465 return theMonsterToFind; 462 return theMonsterToFind;
466 463
467 /* bounds check x and y */ 464 /* bounds check x and y */
468 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
469 return theMonsterToFind; 466 return theMonsterToFind;
470 467
471 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
472 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
473 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
474 471
475 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
476 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
477 layout[x][y] = 1; 474 maze[x][y] = 1;
478 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
479 { 476 {
480 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
481 478
482 /* check off this point */ 479 /* check off this point */
483 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);
484 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
485 { 482 {
486 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
487 return theMonsterToFind; 484 return theMonsterToFind;
488 } 485 }
489 } 486 }
490 487
491 /* 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 */
492 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++)
493 { 490 {
494 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]);
495 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
496 return theMonsterToFind; 493 return theMonsterToFind;
497 } 494 }
498 495
499 return theMonsterToFind; 496 return theMonsterToFind;
500} 497}
501 498
502/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
503 real work. */ 500 real work. */
504static object * 501static object *
505find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
506{ 503{
507 Layout layout2 (RP); 504 layout layout2 (map->width, map->height);
508 505
509 layout2->clear (); 506 // find walls
510
511 /* allocate and copy the layout, converting C to 0. */
512 for (int i = 0; i < layout2->w; i++) 507 for (int i = 0; i < layout2.w; i++)
513 for (int j = 0; j < layout2->h; j++) 508 for (int j = 0; j < layout2.h; j++)
514 if (wall_blocked (map, i, j)) 509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
515 layout2[i][j] = '#';
516 510
517 theMonsterToFind = 0; 511 theMonsterToFind = 0;
518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
519
520 layout2.free ();
521 513
522 return theMonsterToFind; 514 return theMonsterToFind;
523} 515}
524
525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
526static int *room_free_spots_x;
527static int *room_free_spots_y;
528static int number_of_free_spots_in_room;
529 516
530/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
531a 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
532that datastructure. */ 519that datastructure. */
533static void 520static void
534find_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)
535{ 522{
536 int i, j;
537
538 /* bounds check x and y */ 523 /* bounds check x and y */
539 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
540 return; 525 return;
541 526
542 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
543 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
544 return; 529 return;
545 530
546 /* 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.
547 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
548 /* check off this point */ 533 /* check off this point */
549 layout[x][y] = 1; 534 maze[x][y] = 1;
550 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
551 room_free_spots_y[number_of_free_spots_in_room] = y;
552 number_of_free_spots_in_room++;
553 536
554 /* 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 */
555 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++)
556 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]);
557 540
558} 541}
559 542
560/* 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. */
561static void 544static void
562find_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)
563{ 546{
564 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
565 int i, j;
566 548
567 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
568 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
569 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
570 550
571 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
572 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
573 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
574 { 553 for (int j = 0; j < map->height; j++)
575 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
576 for (j = 0; j < RP->Ysize; j++)
577 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#';
579 }
580 555
581 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
582 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
583 558
584 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
585 {
586 i = rmg_rndm (number_of_free_spots_in_room);
587 *kx = room_free_spots_x[i];
588 *ky = room_free_spots_y[i];
589 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
590 562
591 /* deallocate the temp. layout */ 563 *kx = p.x;
592 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
593 free (layout2[i]); 565 }
594
595 free (layout2);
596 free (room_free_spots_x);
597 free (room_free_spots_y);
598} 566}
599
600 567
601/* 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
602 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
603 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
604static void 571static void
605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
606{ 573{
607 int x, y; 574 int x, y;
608 int i; 575 int i;
609 576
610 x = *cx; 577 x = *cx;
614 { 581 {
615 int lx, ly, sindex; 582 int lx, ly, sindex;
616 583
617 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
618 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
619 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
620 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
621 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
622 { 589 {
623 *cx = lx; 590 *cx = lx;
624 *cy = ly; 591 *cy = ly;
632 { 599 {
633 int lx, ly, sindex; 600 int lx, ly, sindex;
634 601
635 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
636 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
637 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
638 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
639 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)
640 { 607 {
641 *cx = lx; 608 *cx = lx;
642 *cy = ly; 609 *cy = ly;
649 { 616 {
650 int lx, ly, sindex; 617 int lx, ly, sindex;
651 618
652 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
653 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
654 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
655 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
656 if (sindex) 623 if (sindex)
657 { 624 {
658 *cx = lx; 625 *cx = lx;
659 *cy = ly; 626 *cy = ly;
660 return; 627 return;
661 } 628 }
662 } 629 }
663 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
664 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);
665 632
666 if (i != -1) 633 if (i != -1)
667 { 634 {
668 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
669 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
692 659
693/* 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
694 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
695 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
696static object ** 663static object **
697surround_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)
698{ 665{
699 int i; 666 int i;
700 const char *doors[2]; 667 const char *doors[2];
701 object **doorlist; 668 object **doorlist;
702 int ndoors_made = 0; 669 int ndoors_made = 0;
717 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
719 { 686 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 688
722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
723 { /* place a door */ 690 { /* place a door */
724 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
725 692
726 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]);
727 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
728 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 696 ndoors_made++;
730 } 697 }
731 } 698 }
744 return NULL; 711 return NULL;
745} 712}
746 713
747/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
748static void 715static void
749find_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)
750{ 717{
751 int i, j; 718 int i, j;
752 object *door; 719 object *door;
753 720
754 /* bounds check x and y */ 721 /* bounds check x and y */
755 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
756 return; 723 return;
757 724
758 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
759 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
760 return; 727 return;
761 728
762 /* check off this point */ 729 /* check off this point */
763 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
764 { /* there could be a door here */ 731 { /* there could be a door here */
765 layout[x][y] = 1; 732 maze[x][y] = 1;
766 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
767 if (door) 734 if (door)
768 { 735 {
769 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
770 737
777 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
778 } 745 }
779 } 746 }
780 else 747 else
781 { 748 {
782 layout[x][y] = 1; 749 maze[x][y] = 1;
783 750
784 /* 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 */
785 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++)
786 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
787 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],
788 doorlist, ndoors, RP); 755 doorlist, ndoors);
789 } 756 }
790} 757}
791 758
792/* 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. */
793static object ** 760static object **
794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
795{ 762{
796 int i, j; 763 int i, j;
797 int ndoors = 0; 764 int ndoors = 0;
798 765
799 object **doorlist = (object **)calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 767
801 LayoutData layout2 (RP->Xsize, RP->Ysize); 768 layout layout2 (map->width, map->height);
802 layout2.clear (); 769 layout2.clear ();
803 770
804 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
806 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808 775
809 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
810 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
811 778
812 return doorlist; 779 return doorlist;
813} 780}
814 781
815/* 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
824 791
825 if (opts & DOORED) 792 if (opts & DOORED)
826 { 793 {
827 for (i = 0, door = doorlist[0]; doorlist[i]; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
828 { 795 {
829 object *new_door = get_archetype (shstr_locked_door1); 796 object *new_door = archetype::get (shstr_locked_door1);
830 797
831 door = doorlist[i]; 798 door = doorlist[i];
832 new_door->face = door->face; 799 new_door->face = door->face;
833 new_door->x = door->x; 800 new_door->x = door->x;
834 new_door->y = door->y; 801 new_door->y = door->y;
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)

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