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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.9 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.56 by root, Fri Jul 2 03:40:14 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 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
27 26
28#include <global.h> 27#include <global.h>
29#include <random_map.h> 28#include <random_map.h>
30#include <rproto.h> 29#include <rproto.h>
31 30
42#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 */
43 42
44#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 44#define PASS_DOORS 1
46 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
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);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 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.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* 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);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
47 175
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters. 177 * and doors but not monsters.
50 * This function is not map tile aware. 178 * This function is not map tile aware.
51 */ 179 */
52
53int 180int
54wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
55{ 182{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 184 return 1;
185
186 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 188}
63 189
64/* place treasures in the map, given the 190/* place treasures in the map, given the
65map, (required) 191map, (required)
66layout, (required) 192layout, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
69*/ 195*/
70
71void 196void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 198{
74 char styledirname[256];
75 char stylefilepath[256];
76 maptile *style_map = 0;
77 int num_treasures; 199 int num_treasures;
78 200
79 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 202 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
82 return; 204 return;
205
83 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
85 208
86 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 211 {
89 if (RANDOM () % 2) 212 if (rmg_rndm (2))
90 treasureoptions -= 1; 213 treasureoptions -= 1;
91 else 214 else
92 treasureoptions -= 2; 215 treasureoptions -= 2;
93 } 216 }
94 217
95 /* pick the number of treasures */ 218 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else 223 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
102 225
103 if (num_treasures <= 0) 226 if (num_treasures <= 0)
104 return; 227 return;
105 228
106 /* get the style map */ 229 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
109 style_map = find_style (styledirname, treasure_style, -1); 232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
110 237
111 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
113 { 240 {
114
115 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
117 { 243 {
118 case ONION_LAYOUT: 244 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 245 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 246 case LAYOUT_SQUARE_SPIRAL:
121 { 247 {
122 int i, j; 248 int i, j;
123 249
124 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
126 { 252 {
127 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
128 { 254 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 256 {
131 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 258 object *chest;
134 259
135 if (tdiv == 3) 260 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
137 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
139 if (!chest) 266 if (!chest)
140 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
141 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
142 { 270 {
143 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 273 free (doorlist);
146 } 274 }
147 } 275 }
148 } 276 }
149 } 277 }
150 break; 278 break;
151 } 279 }
280
152 default: 281 default:
153 { 282 {
154 int i, j, tries; 283 int i, j, tries;
155 object *chest; 284 object *chest;
156 object **doorlist; 285 object **doorlist;
157 286
158 i = j = -1; 287 i = j = -1;
159 tries = 0; 288 tries = 0;
160 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
161 { 290 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
165 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
166 i = -1; 296 i = -1;
297
167 tries++; 298 tries++;
168 } 299 }
300
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
170 if (!chest) 303 if (!chest)
171 return; 304 return;
305
172 i = chest->x; 306 i = chest->x;
173 j = chest->y; 307 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
175 { 309 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 312 free (doorlist);
179 } 313 }
180 } 314 }
181 } 315 }
182 } 316 }
183 else 317 else
184 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
185 int ti, i, j; 319 int ti, i, j;
186 320
187 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
188 { 322 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 326 }
193 } 327 }
194} 328}
195
196
197 329
198/* 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
199 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,
200 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 */
201 333static object *
202object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 335{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 337
210 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 340 if (i == -1)
213 { 341 {
214 the_chest->destroy (); 342 the_chest->destroy ();
215 return NULL; 343 return NULL;
216 } 344 }
345
217 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
219 348
220 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
222 return 0; 351 return 0;
223
224 352
225 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
226 /* if(style_map) { */ 354 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
228 int ti; 356 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 360
233 if (tlist != NULL) 361 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 363 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 365
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
239 } 367 }
240 else 368 else
241 { /* use the style map */ 369 { /* use the style map */
242 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
244 } 372 }
245#endif 373#endif
246 else
247 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
249 376
250 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
252 } 379 }
253 380
254 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
256 { 383 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
258 object *the_trap;
259 385
260 if (trap_map) 386 if (trap_map)
261 { 387 {
262 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
263 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
265 if (the_trap) 393 if (the_trap)
266 { 394 {
267 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 396
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 397 new_trap->x = x;
272 new_trap->y = y; 398 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
274 } 400 }
275 } 401 }
276 } 402 }
277 403
278 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 408 {
284 char keybuf[256]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 411 }
290 412
291 /* actually place the chest. */ 413 /* actually place the chest. */
292 the_chest->x = xl; 414 the_chest->x = xl;
293 the_chest->y = yl; 415 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest; 417 return the_chest;
296} 418}
297 419
298
299/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
300 or walls */ 421static object *
301object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 423{
304 int i; 424 int i;
305 425
306 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
307 { 427 {
312 /* boundscheck */ 432 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* 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. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 436 {
317 object *the_monster = get_map_ob (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
318 438
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
321 return the_monster; 441 return the_monster;
322 } 442 }
323 } 443 }
324 return NULL; 444 return NULL;
325} 445}
326 446
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339
340int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
342{
343 int i, j;
344 int kx, ky;
345 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key;
347
348 /* get a key and set its keycode */
349 the_key = get_archetype ("key2");
350 the_key->slaying = keycode;
351
352 if (door_flag == PASS_DOORS)
353 {
354 int tries = 0;
355
356 the_keymaster = NULL;
357 while (tries < 15 && the_keymaster == NULL)
358 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1;
361 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP);
363 }
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky);
375 }
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
430 448
431object *theMonsterToFind; 449static object *theMonsterToFind;
432 450
433/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the layout, converting 0's to 1's */
435 453static object *
436object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 455{
439 int i, j; 456 int i, j;
440 457
441 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 472 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 474 {
458 object *the_monster = get_map_ob (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
459 476
460 /* check off this point */ 477 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
463 { 480 {
464 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
465 return theMonsterToFind; 482 return theMonsterToFind;
466 } 483 }
467 } 484 }
468 485
469 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 488 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
473 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 491 return theMonsterToFind;
475 } 492 }
493
476 return theMonsterToFind; 494 return theMonsterToFind;
477} 495}
478
479 496
480/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
481 real work. */ 498 real work. */
482 499static object *
483object *
484find_monster_in_room (maptile *map, int x, int y, RMParms * RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 501{
486 char **layout2; 502 Layout layout2 (map->width, map->height);
487 int i, j; 503
504 // find walls
505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2.h; j++)
507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
488 508
489 theMonsterToFind = 0; 509 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 511
503 /* deallocate the temp. layout */
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509
510 return theMonsterToFind; 512 return theMonsterToFind;
511} 513}
512 514
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 516static int *room_free_spots_x;
518int *room_free_spots_y; 517static int *room_free_spots_y;
519int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
520 519
521/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 522that datastructure. */
524 523static void
525void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 525{
528 int i, j; 526 int i, j;
529 527
530 /* bounds check x and y */ 528 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 538 /* check off this point */
541 layout[x][y] = 1; 539 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
543
545 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 547
551} 548}
552 549
553/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
554void 551static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 553{
557 char **layout2; 554 char **layout2;
558 int i, j; 555 int i, j;
559 556
560 number_of_free_spots_in_room = 0; 557 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 563 for (i = 0; i < RP->Xsize; i++)
567 { 564 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 566 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 567 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 568 layout2[i][j] = '#';
573 }
574 } 569 }
575 570
576 /* setup num_free_spots and room_free_spots */ 571 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 572 find_spot_in_room_recursive (layout2, x, y, RP);
578 573
579 if (number_of_free_spots_in_room > 0) 574 if (number_of_free_spots_in_room > 0)
580 { 575 {
581 i = RANDOM () % number_of_free_spots_in_room; 576 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
584 } 579 }
585 580
586 /* deallocate the temp. layout */ 581 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 582 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 583 free (layout2[i]);
590 } 584
591 free (layout2); 585 free (layout2);
592 free (room_free_spots_x); 586 free (room_free_spots_x);
593 free (room_free_spots_y); 587 free (room_free_spots_y);
594} 588}
595 589
596 590
597/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
600 594static void
601void
602find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 596{
604 int x, y; 597 int x, y;
605 int i; 598 int i;
606 599
607 x = *cx; 600 x = *cx;
611 { 604 {
612 int lx, ly, sindex; 605 int lx, ly, sindex;
613 606
614 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
615 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
616 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
617 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 { 612 {
620 *cx = lx; 613 *cx = lx;
621 *cy = ly; 614 *cy = ly;
629 { 622 {
630 int lx, ly, sindex; 623 int lx, ly, sindex;
631 624
632 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
633 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
634 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
635 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
637 { 630 {
638 *cx = lx; 631 *cx = lx;
639 *cy = ly; 632 *cy = ly;
646 { 639 {
647 int lx, ly, sindex; 640 int lx, ly, sindex;
648 641
649 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
650 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
651 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
652 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex) 646 if (sindex)
654 { 647 {
655 *cx = lx; 648 *cx = lx;
656 *cy = ly; 649 *cy = ly;
657 return; 650 return;
658 } 651 }
659 } 652 }
660 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 655
656 if (i != -1)
663 { 657 {
664 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
666 return; 660 }
661 else
667 } 662 {
668 /* indicate failure */ 663 /* indicate failure */
664 *cx = -1;
669 *cx = *cy = -1; 665 *cy = -1;
666 }
670} 667}
671 668
672 669static void
673void
674remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
675{ 671{
676 object *tmp; 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
677
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 673 {
681 if (tmp->head) 674 object *next = tmp->above;
682 tmp = tmp->head; 675
683 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
684 tmp->destroy (); 677 tmp->head_ ()->destroy ();
685 tmp = get_map_ob (map, x, y); 678
686 if (tmp == NULL) 679 tmp = next;
687 break;
688 }; 680 }
689} 681}
690
691 682
692/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
695 686static object **
696object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 688{
699 int i; 689 int i;
700 char *doors[2]; 690 const char *doors[2];
701 object **doorlist; 691 object **doorlist;
702 int ndoors_made = 0; 692 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 693 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 694
705 /* this is a list we pick from, for horizontal and vertical doors */ 695 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 707 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 708 for (i = 1; i < 9; i++)
719 { 709 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 711
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 712 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 713 { /* place a door */
714 remove_monsters (x1, y1, map);
715
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 717 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 718 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 719 ndoors_made++;
732 } 720 }
733 } 721 }
722
734 return doorlist; 723 return doorlist;
735} 724}
736 725
737
738/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
739object * 727static object *
740door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
741{ 729{
742 object *tmp;
743
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 732 return tmp;
733
747 return NULL; 734 return NULL;
748} 735}
749 736
750
751/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
752void 738static void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 739find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 740{
755 int i, j; 741 int i, j;
756 object *door; 742 object *door;
757 743
758 /* bounds check x and y */ 744 /* bounds check x and y */
766 /* check off this point */ 752 /* check off this point */
767 if (layout[x][y] == '#') 753 if (layout[x][y] == '#')
768 { /* there could be a door here */ 754 { /* there could be a door here */
769 layout[x][y] = 1; 755 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
771 if (door != NULL) 757 if (door)
772 { 758 {
773 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
760
774 if (*ndoors > 254) /* eek! out of memory */ 761 if (*ndoors > 1022) /* eek! out of memory */
775 { 762 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 763 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 764 return;
778 } 765 }
766
779 *ndoors = *ndoors + 1; 767 *ndoors = *ndoors + 1;
780 } 768 }
781 } 769 }
782 else 770 else
783 { 771 {
784 layout[x][y] = 1; 772 layout[x][y] = 1;
773
785 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 776 find_doors_in_room_recursive (layout, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 778 doorlist, ndoors, RP);
790 } 779 }
791} 780}
792 781
793/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
794object ** 783static object **
795find_doors_in_room (maptile *map, int x, int y, RMParms * RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 785{
797 char **layout2;
798 object **doorlist;
799 int i, j; 786 int i, j;
800 int ndoors = 0; 787 int ndoors = 0;
801 788
802 doorlist = (object **) calloc (sizeof (int), 256); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 790
791 Layout layout2 (RP->Xsize, RP->Ysize);
792 layout2.clear ();
804 793
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
808 {
809 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
810 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
811 { 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 798
817 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 800 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819 801
820 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]);
824 }
825 free (layout2);
826 return doorlist; 802 return doorlist;
827} 803}
828
829
830 804
831/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
833 807static void
834void
835lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 809{
837 object *door; 810 object *door;
838 int i; 811 int i;
839 812
840 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
841 814
842 if (opts & DOORED) 815 if (opts & DOORED)
843 { 816 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
845 { 818 {
846 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
847 char keybuf[256];
848 820
849 door = doorlist[i]; 821 door = doorlist[i];
850 new_door->face = door->face; 822 new_door->face = door->face;
851 new_door->x = door->x; 823 new_door->x = door->x;
852 new_door->y = door->y; 824 new_door->y = door->y;
853 door->remove ();
854 door->destroy (); 825 door->destroy ();
855 doorlist[i] = new_door; 826 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
858 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
860 } 830 }
861 } 831 }
862 832
863 /* change the faces of the doors and surrounding walls to hide them. */ 833 /* change the faces of the doors and surrounding walls to hide them. */
864 if (opts & HIDDEN) 834 if (opts & HIDDEN)
873 { 843 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 844 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 845 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
848
878 door->face = wallface->face; 849 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 850
880 wallface->remove ();
881 wallface->destroy (); 851 wallface->destroy ();
882 } 852 }
883 } 853 }
884 } 854 }
885} 855}

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