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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.57 by root, Fri Jul 2 15:03:57 2010 UTC

1
2/* 1/*
3 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
31
32
33 26
34#include <global.h> 27#include <global.h>
35#include <random_map.h> 28#include <random_map.h>
36#include <rproto.h> 29#include <rproto.h>
37 30
48#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 */
49 42
50#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
51#define PASS_DOORS 1 44#define PASS_DOORS 1
52 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 **maze, 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 **maze, 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}
53 175
54/* 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
55 * and doors but not monsters. 177 * and doors but not monsters.
56 * This function is not map tile aware. 178 * This function is not map tile aware.
57 */ 179 */
58
59int 180int
60wall_blocked (mapstruct *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
61{ 182{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 184 return 1;
185
186 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 188}
69 189
70/* place treasures in the map, given the 190/* place treasures in the map, given the
71map, (required) 191map, (required)
72layout, (required) 192maze, (required)
73treasure 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.)
74treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
75*/ 195*/
76
77void 196void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 197place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 198{
80 char styledirname[256];
81 char stylefilepath[256];
82 mapstruct *style_map = 0;
83 int num_treasures; 199 int num_treasures;
84 200
85 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 202 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
88 return; 204 return;
205
89 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
91 208
92 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 211 {
95 if (RANDOM () % 2) 212 if (rmg_rndm (2))
96 treasureoptions -= 1; 213 treasureoptions -= 1;
97 else 214 else
98 treasureoptions -= 2; 215 treasureoptions -= 2;
99 } 216 }
100 217
101 /* pick the number of treasures */ 218 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
103 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);
104 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
105 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);
106 else 223 else
107 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);
108 225
109 if (num_treasures <= 0) 226 if (num_treasures <= 0)
110 return; 227 return;
111 228
112 /* get the style map */ 229 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
115 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 }
116 237
117 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
119 { 240 {
120
121 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
123 { 243 {
124 case ONION_LAYOUT: 244 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 245 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 246 case LAYOUT_SQUARE_SPIRAL:
127 { 247 {
128 int i, j; 248 int i, j;
129 249
130 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
132 { 252 {
133 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
134 { 254 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
136 { 256 {
137 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest; 258 object *chest;
140 259
141 if (tdiv == 3) 260 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
143 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
144 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
145 if (!chest) 266 if (!chest)
146 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
147 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
148 { 270 {
149 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 273 free (doorlist);
152 } 274 }
153 } 275 }
154 } 276 }
155 } 277 }
156 break; 278 break;
157 } 279 }
280
158 default: 281 default:
159 { 282 {
160 int i, j, tries; 283 int i, j, tries;
161 object *chest; 284 object *chest;
162 object **doorlist; 285 object **doorlist;
163 286
164 i = j = -1; 287 i = j = -1;
165 tries = 0; 288 tries = 0;
166 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
167 { 290 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
171 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
172 i = -1; 296 i = -1;
297
173 tries++; 298 tries++;
174 } 299 }
300
175 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
176 if (!chest) 303 if (!chest)
177 return; 304 return;
305
178 i = chest->x; 306 i = chest->x;
179 j = chest->y; 307 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
181 { 309 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 312 free (doorlist);
185 } 313 }
186 } 314 }
187 } 315 }
188 } 316 }
189 else 317 else
190 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
191 int ti, i, j; 319 int ti, i, j;
192 320
193 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
194 { 322 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 326 }
199 } 327 }
200} 328}
201
202
203 329
204/* 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
205 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,
206 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 */
207 333static object *
208object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *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)
210{ 335{
211 object *the_chest;
212 int i, xl, yl;
213
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
215 337
216 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
217 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
218 if (i == -1) 340 if (i == -1)
219 { 341 {
220 free_object (the_chest); 342 the_chest->destroy ();
221 return NULL; 343 return NULL;
222 } 344 }
345
223 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
225 348
226 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
228 return 0; 351 return 0;
229
230 352
231 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
232 /* if(style_map) { */ 354 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
234 int ti; 356 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 360
239 if (tlist != NULL) 361 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 363 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
243 365
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
245 } 367 }
246 else 368 else
247 { /* use the style map */ 369 { /* use the style map */
248 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
250 } 372 }
251#endif 373#endif
252 else
253 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
255 376
256 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
258 } 379 }
259 380
260 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
262 { 383 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
264 object *the_trap;
265 385
266 if (trap_map) 386 if (trap_map)
267 { 387 {
268 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
269 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
271 if (the_trap) 393 if (the_trap)
272 { 394 {
273 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 396
275 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap);
277 new_trap->x = x; 397 new_trap->x = x;
278 new_trap->y = y; 398 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
280 } 400 }
281 } 401 }
282 } 402 }
283 403
284 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
285 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
286 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 408 {
290 char keybuf[256]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", (int) RANDOM ());
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 411 }
296 412
297 /* actually place the chest. */ 413 /* actually place the chest. */
298 the_chest->x = xl; 414 the_chest->x = xl;
299 the_chest->y = yl; 415 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest; 417 return the_chest;
302} 418}
303 419
304
305/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
306 or walls */ 421static object *
307object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 423{
310 int i; 424 int i;
311 425
312 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
313 { 427 {
318 /* boundscheck */ 432 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* 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. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 436 {
323 object *the_monster = get_map_ob (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
324 438
325 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);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
327 return the_monster; 441 return the_monster;
328 } 442 }
329 } 443 }
330 return NULL; 444 return NULL;
331} 445}
332 446
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345
346int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
348{
349 int i, j;
350 int kx, ky;
351 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key;
353
354 /* get a key and set its keycode */
355 the_key = get_archetype ("key2");
356 the_key->slaying = keycode;
357
358 if (door_flag == PASS_DOORS)
359 {
360 int tries = 0;
361
362 the_keymaster = NULL;
363 while (tries < 15 && the_keymaster == NULL)
364 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1;
367 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP);
369 }
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky);
381 }
382 if (freeindex != -1)
383 {
384 kx += freearr_x[freeindex];
385 ky += freearr_y[freeindex];
386 }
387 }
388 }
389 else
390 { /* NO_PASS_DOORS --we have to work harder. */
391 /* don't try to keyplace if we're sitting on a blocked square and
392 NO_PASS_DOORS is set. */
393 if (n_keys == 1)
394 {
395 if (wall_blocked (map, x, y))
396 return 0;
397 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 }
401 else
402 {
403 int sum = 0; /* count how many keys we actually place */
404
405 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 }
417 return 1;
418 }
419 }
420
421 if (the_keymaster == NULL)
422 {
423 the_key->x = kx;
424 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1;
427 }
428
429 insert_ob_in_ob (the_key, the_keymaster);
430 return 1;
431}
432
433
434
435/* 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. */
436 448
437object *theMonsterToFind; 449static object *theMonsterToFind;
438 450
439/* 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.
440 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the maze, converting 0's to 1's */
441 453static object *
442object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 454find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP)
444{ 455{
445 int i, j; 456 int i, j;
446 457
447 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
451 /* bounds check x and y */ 462 /* bounds check x and y */
452 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
453 return theMonsterToFind; 464 return theMonsterToFind;
454 465
455 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
456 if (layout[x][y] != 0) 467 if (maze[x][y] != 0)
457 return theMonsterToFind; /* might be NULL, that's fine. */ 468 return theMonsterToFind; /* might be NULL, that's fine. */
458 469
459 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 472 maze[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 474 {
464 object *the_monster = get_map_ob (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
465 476
466 /* check off this point */ 477 /* check off this point */
467 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);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
469 { 480 {
470 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
471 return theMonsterToFind; 482 return theMonsterToFind;
472 } 483 }
473 } 484 }
474 485
475 /* 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 */
476 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++)
477 { 488 {
478 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 (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
479 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 491 return theMonsterToFind;
481 } 492 }
493
482 return theMonsterToFind; 494 return theMonsterToFind;
483} 495}
484
485 496
486/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
487 real work. */ 498 real work. */
488 499static object *
489object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 501{
492 char **layout2; 502 layout layout2 (map->width, map->height);
493 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;
494 508
495 theMonsterToFind = 0; 509 theMonsterToFind = 0;
496 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
497 /* allocate and copy the layout, converting C to 0. */
498 for (i = 0; i < RP->Xsize; i++)
499 {
500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
501 for (j = 0; j < RP->Ysize; j++)
502 {
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
505 }
506 }
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
508 511
509 /* deallocate the temp. layout */
510 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]);
513 }
514 free (layout2);
515
516 return theMonsterToFind; 512 return theMonsterToFind;
517} 513}
518 514
519
520
521
522/* 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 */
523int *room_free_spots_x; 516static int *room_free_spots_x;
524int *room_free_spots_y; 517static int *room_free_spots_y;
525int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
526 519
527/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
528a 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
529that datastructure. */ 522that datastructure. */
530 523static void
531void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 524find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP)
533{ 525{
534 int i, j; 526 int i, j;
535 527
536 /* bounds check x and y */ 528 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
538 return; 530 return;
539 531
540 /* if the square is blocked or searched already, leave */ 532 /* if the square is blocked or searched already, leave */
541 if (layout[x][y] != 0) 533 if (maze[x][y] != 0)
542 return; 534 return;
543 535
544 /* set the current square as checked, and add it to the list. 536 /* set the current square as checked, and add it to the list.
545 set theMonsterToFind and return it. */ 537 set theMonsterToFind and return it. */
546 /* check off this point */ 538 /* check off this point */
547 layout[x][y] = 1; 539 maze[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
543
551 /* 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 */
552 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++)
553 {
554 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 (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 547
557} 548}
558 549
559/* 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. */
560void 551static void
561find_spot_in_room (mapstruct *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)
562{ 553{
563 char **layout2; 554 char **layout2;
564 int i, j; 555 int i, j;
565 556
566 number_of_free_spots_in_room = 0; 557 number_of_free_spots_in_room = 0;
567 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
569 560
570 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
571 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the maze, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 563 for (i = 0; i < RP->Xsize; i++)
573 { 564 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 566 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 567 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 568 layout2[i][j] = '#';
579 }
580 } 569 }
581 570
582 /* setup num_free_spots and room_free_spots */ 571 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 572 find_spot_in_room_recursive (layout2, x, y, RP);
584 573
585 if (number_of_free_spots_in_room > 0) 574 if (number_of_free_spots_in_room > 0)
586 { 575 {
587 i = RANDOM () % number_of_free_spots_in_room; 576 i = rmg_rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
590 } 579 }
591 580
592 /* deallocate the temp. layout */ 581 /* deallocate the temp. maze */
593 for (i = 0; i < RP->Xsize; i++) 582 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 583 free (layout2[i]);
596 } 584
597 free (layout2); 585 free (layout2);
598 free (room_free_spots_x); 586 free (room_free_spots_x);
599 free (room_free_spots_y); 587 free (room_free_spots_y);
600} 588}
601 589
602 590
603/* 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
604 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
605 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
606 594static void
607void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 596{
610 int x, y; 597 int x, y;
611 int i; 598 int i;
612 599
613 x = *cx; 600 x = *cx;
617 { 604 {
618 int lx, ly, sindex; 605 int lx, ly, sindex;
619 606
620 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
621 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
622 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
623 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
624 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
625 { 612 {
626 *cx = lx; 613 *cx = lx;
627 *cy = ly; 614 *cy = ly;
635 { 622 {
636 int lx, ly, sindex; 623 int lx, ly, sindex;
637 624
638 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
639 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
640 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
641 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
642 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)
643 { 630 {
644 *cx = lx; 631 *cx = lx;
645 *cy = ly; 632 *cy = ly;
652 { 639 {
653 int lx, ly, sindex; 640 int lx, ly, sindex;
654 641
655 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
656 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
657 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
658 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
659 if (sindex) 646 if (sindex)
660 { 647 {
661 *cx = lx; 648 *cx = lx;
662 *cy = ly; 649 *cy = ly;
663 return; 650 return;
664 } 651 }
665 } 652 }
666 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 655
656 if (i != -1)
669 { 657 {
670 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
672 return; 660 }
661 else
673 } 662 {
674 /* indicate failure */ 663 /* indicate failure */
664 *cx = -1;
675 *cx = *cy = -1; 665 *cy = -1;
666 }
676} 667}
677 668
678 669static void
679void
680remove_monsters (int x, int y, mapstruct *map) 670remove_monsters (int x, int y, maptile *map)
681{ 671{
682 object *tmp; 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 673 {
687 if (tmp->head) 674 object *next = tmp->above;
688 tmp = tmp->head; 675
689 remove_ob (tmp); 676 if (tmp->flag [FLAG_ALIVE])
690 free_object (tmp); 677 tmp->head_ ()->destroy ();
691 tmp = get_map_ob (map, x, y); 678
692 if (tmp == NULL) 679 tmp = next;
693 break;
694 }; 680 }
695} 681}
696
697 682
698/* 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
699 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
700 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
701 686static object **
702object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
704{ 688{
705 int i; 689 int i;
706 char *doors[2]; 690 const char *doors[2];
707 object **doorlist; 691 object **doorlist;
708 int ndoors_made = 0; 692 int ndoors_made = 0;
709 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 */
710 694
711 /* 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 */
723 /* place doors in all the 8 adjacent unblocked squares. */ 707 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 708 for (i = 1; i < 9; i++)
725 { 709 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 711
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 712 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
729 { /* place a door */ 713 { /* place a door */
714 remove_monsters (x1, y1, map);
715
730 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]);
731 717 map->insert (new_door, x1, y1);
732 new_door->x = x + freearr_x[i];
733 new_door->y = y + freearr_y[i];
734 remove_monsters (new_door->x, new_door->y, map);
735 insert_ob_in_map (new_door, map, NULL, 0);
736 doorlist[ndoors_made] = new_door; 718 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 719 ndoors_made++;
738 } 720 }
739 } 721 }
722
740 return doorlist; 723 return doorlist;
741} 724}
742 725
743
744/* 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. */
745object * 727static object *
746door_in_square (mapstruct *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
747{ 729{
748 object *tmp;
749
750 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)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 732 return tmp;
733
753 return NULL; 734 return NULL;
754} 735}
755 736
756
757/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
758void 738static void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 739find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 740{
761 int i, j; 741 int i, j;
762 object *door; 742 object *door;
763 743
764 /* bounds check x and y */ 744 /* bounds check x and y */
765 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
766 return; 746 return;
767 747
768 /* if the square is blocked or searched already, leave */ 748 /* if the square is blocked or searched already, leave */
769 if (layout[x][y] == 1) 749 if (maze[x][y] == 1)
770 return; 750 return;
771 751
772 /* check off this point */ 752 /* check off this point */
773 if (layout[x][y] == '#') 753 if (maze[x][y] == '#')
774 { /* there could be a door here */ 754 { /* there could be a door here */
775 layout[x][y] = 1; 755 maze[x][y] = 1;
776 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
777 if (door != NULL) 757 if (door)
778 { 758 {
779 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
760
780 if (*ndoors > 254) /* eek! out of memory */ 761 if (*ndoors > 1022) /* eek! out of memory */
781 { 762 {
782 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");
783 return; 764 return;
784 } 765 }
766
785 *ndoors = *ndoors + 1; 767 *ndoors = *ndoors + 1;
786 } 768 }
787 } 769 }
788 else 770 else
789 { 771 {
790 layout[x][y] = 1; 772 maze[x][y] = 1;
773
791 /* 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 */
792 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++)
793 { 776 find_doors_in_room_recursive (maze, map,
794 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],
795 } 778 doorlist, ndoors, RP);
796 } 779 }
797} 780}
798 781
799/* 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. */
800object ** 783static object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 785{
803 char **layout2;
804 object **doorlist;
805 int i, j; 786 int i, j;
806 int ndoors = 0; 787 int ndoors = 0;
807 788
808 doorlist = (object **) calloc (sizeof (int), 256); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
809 790
791 layout layout2 (RP->Xsize, RP->Ysize);
792 layout2.clear ();
810 793
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the maze, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
814 {
815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
816 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
817 { 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
821 }
822 798
823 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */
824 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);
825 801
826 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]);
830 }
831 free (layout2);
832 return doorlist; 802 return doorlist;
833} 803}
834
835
836 804
837/* 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
838 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
839 807static void
840void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 809{
843 object *door; 810 object *door;
844 int i; 811 int i;
845 812
846 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
847 814
848 if (opts & DOORED) 815 if (opts & DOORED)
849 { 816 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
851 { 818 {
852 object *new_door = get_archetype ("locked_door1"); 819 object *new_door = get_archetype (shstr_locked_door1);
853 char keybuf[256];
854 820
855 door = doorlist[i]; 821 door = doorlist[i];
856 new_door->face = door->face; 822 new_door->face = door->face;
857 new_door->x = door->x; 823 new_door->x = door->x;
858 new_door->y = door->y; 824 new_door->y = door->y;
859 remove_ob (door); 825 door->destroy ();
860 free_object (door);
861 doorlist[i] = new_door; 826 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
864 new_door->slaying = keybuf;
865 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);
866 } 830 }
867 } 831 }
868 832
869 /* 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. */
870 if (opts & HIDDEN) 834 if (opts & HIDDEN)
879 { 843 {
880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 844 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 845 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
848
884 door->face = wallface->face; 849 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 850
886 remove_ob (wallface); 851 wallface->destroy ();
887 free_object (wallface);
888 } 852 }
889 } 853 }
890 } 854 }
891} 855}

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