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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.49 by root, Fri Mar 26 00:59:21 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 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 = 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 (mapstruct *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 (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 198{
74 char styledirname[256]; 199 char styledirname[1024];
75 char stylefilepath[256]; 200 char stylefilepath[1024];
76 mapstruct *style_map = 0; 201 maptile *style_map = 0;
77 int num_treasures; 202 int num_treasures;
78 203
79 /* bail out if treasure isn't wanted. */ 204 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 205 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
82 return; 207 return;
208
83 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
85 211
86 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 214 {
89 if (RANDOM () % 2) 215 if (rmg_rndm (2))
90 treasureoptions -= 1; 216 treasureoptions -= 1;
91 else 217 else
92 treasureoptions -= 2; 218 treasureoptions -= 2;
93 } 219 }
94 220
95 /* pick the number of treasures */ 221 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 222 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 223 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH) 224 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 225 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else 226 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 227 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
102 228
103 if (num_treasures <= 0) 229 if (num_treasures <= 0)
104 return; 230 return;
105 231
106 /* get the style map */ 232 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 233 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1); 235 style_map = find_style (styledirname, treasure_style, -1);
110 236
237 if (!style_map)
238 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
240 return;
241 }
242
111 /* all the treasure at one spot in the map. */ 243 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 244 if (treasureoptions & CONCENTRATED)
113 { 245 {
114
115 /* map_layout_style global, and is previously set */ 246 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 247 switch (RP->map_layout_style)
117 { 248 {
118 case ONION_LAYOUT: 249 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 250 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 251 case LAYOUT_SQUARE_SPIRAL:
121 { 252 {
122 int i, j; 253 int i, j;
123 254
124 /* search the onion for C's or '>', and put treasure there. */ 255 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 256 for (i = 0; i < RP->Xsize; i++)
126 { 257 {
127 for (j = 0; j < RP->Ysize; j++) 258 for (j = 0; j < RP->Ysize; j++)
128 { 259 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 260 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 { 261 {
131 int tdiv = RP->symmetry_used; 262 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 263 object *chest;
134 264
135 if (tdiv == 3) 265 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 266 tdiv = 2; /* this symmetry uses a divisor of 2 */
267
137 /* don't put a chest on an exit. */ 268 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 269 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
270
139 if (!chest) 271 if (!chest)
140 continue; /* if no chest was placed NEXT */ 272 continue; /* if no chest was placed NEXT */
273
141 if (treasureoptions & (DOORED | HIDDEN)) 274 if (treasureoptions & (DOORED | HIDDEN))
142 { 275 {
143 doorlist = find_doors_in_room (map, i, j, RP); 276 object **doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 277 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 278 free (doorlist);
146 } 279 }
147 } 280 }
148 } 281 }
149 } 282 }
150 break; 283 break;
151 } 284 }
285
152 default: 286 default:
153 { 287 {
154 int i, j, tries; 288 int i, j, tries;
155 object *chest; 289 object *chest;
156 object **doorlist; 290 object **doorlist;
157 291
158 i = j = -1; 292 i = j = -1;
159 tries = 0; 293 tries = 0;
160 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
161 { 295 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
299
165 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
166 i = -1; 301 i = -1;
302
167 tries++; 303 tries++;
168 } 304 }
305
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 306 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
307
170 if (!chest) 308 if (!chest)
171 return; 309 return;
310
172 i = chest->x; 311 i = chest->x;
173 j = chest->y; 312 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 313 if (treasureoptions & (DOORED | HIDDEN))
175 { 314 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 316 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 317 free (doorlist);
179 } 318 }
180 } 319 }
181 } 320 }
182 } 321 }
183 else 322 else
184 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
185 int ti, i, j; 324 int ti, i, j;
186 325
187 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
188 { 327 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 331 }
193 } 332 }
194} 333}
195
196
197 334
198/* put a chest into the map, near x and y, with the treasure style 335/* 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, 336 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 */ 337 if the global variable "treasurestyle" is set to that treasure list's name */
201 338static object *
202object *
203place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 339place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 340{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 342
210 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 344 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 345 if (i == -1)
213 { 346 {
214 free_object (the_chest); 347 the_chest->destroy ();
215 return NULL; 348 return NULL;
216 } 349 }
350
217 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
219 353
220 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
222 return 0; 356 return 0;
223
224 357
225 /* put the treasures in the chest. */ 358 /* put the treasures in the chest. */
226 /* if(style_map) { */ 359 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 360#if 0 /* don't use treasure style maps for now! */
228 int ti; 361 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 365
233 if (tlist != NULL) 366 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 368 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 370
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 371 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
239 } 372 }
240 else 373 else
241 { /* use the style map */ 374 { /* use the style map */
242 the_chest->randomitems = tlist; 375 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 376 the_chest->stats.hp = n_treasures;
244 } 377 }
245#endif 378#endif
246 else
247 { /* neither style_map no treasure list given */ 379 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 380 treasurelist *tlist = treasurelist::find ("chest");
249 381
250 the_chest->randomitems = tlist; 382 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 383 the_chest->stats.hp = n_treasures;
252 } 384 }
253 385
254 /* stick a trap in the chest if required */ 386 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 387 if (treasureoptions & TRAPPED)
256 { 388 {
257 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 390
260 if (trap_map) 391 if (trap_map)
261 { 392 {
262 the_trap = pick_random_object (trap_map); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394
263 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
397
265 if (the_trap) 398 if (the_trap)
266 { 399 {
267 object *new_trap; 400 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 401
269 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap);
271 new_trap->x = x; 402 new_trap->x = x;
272 new_trap->y = y; 403 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 404 insert_ob_in_ob (new_trap, the_chest);
274 } 405 }
275 } 406 }
276 } 407 }
277 408
278 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 410 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 413 {
284 char keybuf[256]; 414 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); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
289 } 416 }
290 417
291 /* actually place the chest. */ 418 /* actually place the chest. */
292 the_chest->x = xl; 419 the_chest->x = xl;
293 the_chest->y = yl; 420 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest; 422 return the_chest;
296} 423}
297 424
298
299/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
300 or walls */ 426static object *
301object *
302find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 427find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
303{ 428{
304 int i; 429 int i;
305 430
306 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
307 { 432 {
312 /* boundscheck */ 437 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 438 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */ 439 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 440 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 441 {
317 object *the_monster = get_map_ob (map, lx, ly); 442 object *the_monster = GET_MAP_OB (map, lx, ly);
318 443
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 444 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 445 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster; 446 return the_monster;
322 } 447 }
323 } 448 }
324 return NULL; 449 return NULL;
325} 450}
326 451
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 (mapstruct *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. */ 452/* both find_monster_in_room routines need to have access to this. */
430 453
431object *theMonsterToFind; 454static object *theMonsterToFind;
432 455
433/* a recursive routine which will return a monster, eventually,if there is one. 456/* 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 */ 457 it does a check-off on the layout, converting 0's to 1's */
435 458static object *
436object *
437find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{ 460{
439 int i, j; 461 int i, j;
440 462
441 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 464 if (theMonsterToFind != NULL)
453 /* check the current square for a monster. If there is one, 475 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 476 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 477 layout[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 478 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 479 {
458 object *the_monster = get_map_ob (map, x, y); 480 object *the_monster = GET_MAP_OB (map, x, y);
459 481
460 /* check off this point */ 482 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 483 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 484 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 { 485 {
465 return theMonsterToFind; 487 return theMonsterToFind;
466 } 488 }
467 } 489 }
468 490
469 /* now search all the 8 squares around recursively for a monster,in random order */ 491 /* 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++) 492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 493 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 494 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) 495 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 496 return theMonsterToFind;
475 } 497 }
498
476 return theMonsterToFind; 499 return theMonsterToFind;
477} 500}
478
479 501
480/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
481 real work. */ 503 real work. */
482 504static object *
483object *
484find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 505find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{ 506{
486 char **layout2; 507 Layout layout2 (RP);
487 int i, j; 508
509 layout2->clear ();
510
511 /* allocate and copy the layout, converting C to 0. */
512 for (int i = 0; i < layout2->w; i++)
513 for (int j = 0; j < layout2->h; j++)
514 if (wall_blocked (map, i, j))
515 layout2[i][j] = '#';
488 516
489 theMonsterToFind = 0; 517 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); 518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
502 519
503 /* deallocate the temp. layout */ 520 layout2.free ();
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 521
510 return theMonsterToFind; 522 return theMonsterToFind;
511} 523}
512 524
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 526static int *room_free_spots_x;
518int *room_free_spots_y; 527static int *room_free_spots_y;
519int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
520 529
521/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 531a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 532that datastructure. */
524 533static void
525void
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 535{
528 int i, j; 536 int i, j;
529 537
530 /* bounds check x and y */ 538 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 539 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 /* check off this point */ 548 /* check off this point */
541 layout[x][y] = 1; 549 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
553
545 /* now search all the 8 squares around recursively for free spots,in random order */ 554 /* 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++) 555 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); 556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 557
551} 558}
552 559
553/* find a random non-blocked spot in this room to drop a key. */ 560/* find a random non-blocked spot in this room to drop a key. */
554void 561static void
555find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 562find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 563{
557 char **layout2; 564 char **layout2;
558 int i, j; 565 int i, j;
559 566
560 number_of_free_spots_in_room = 0; 567 number_of_free_spots_in_room = 0;
565 /* allocate and copy the layout, converting C to 0. */ 572 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 573 for (i = 0; i < RP->Xsize; i++)
567 { 574 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 575 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 576 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 577 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 578 layout2[i][j] = '#';
573 }
574 } 579 }
575 580
576 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
578 583
579 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
580 { 585 {
581 i = RANDOM () % number_of_free_spots_in_room; 586 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
584 } 589 }
585 590
586 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 592 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 593 free (layout2[i]);
590 } 594
591 free (layout2); 595 free (layout2);
592 free (room_free_spots_x); 596 free (room_free_spots_x);
593 free (room_free_spots_y); 597 free (room_free_spots_y);
594} 598}
595 599
596 600
597/* searches the map for a spot with walls around it. The more 601/* 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 602 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.*/ 603 it'll return 0 if no FREE spots are found.*/
600 604static void
601void
602find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 606{
604 int x, y; 607 int x, y;
605 int i; 608 int i;
606 609
607 x = *cx; 610 x = *cx;
656 *cy = ly; 659 *cy = ly;
657 return; 660 return;
658 } 661 }
659 } 662 }
660 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 665
666 if (i != -1)
663 { 667 {
664 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
666 return; 670 }
671 else
667 } 672 {
668 /* indicate failure */ 673 /* indicate failure */
674 *cx = -1;
669 *cx = *cy = -1; 675 *cy = -1;
676 }
670} 677}
671 678
672 679static void
673void
674remove_monsters (int x, int y, mapstruct *map) 680remove_monsters (int x, int y, maptile *map)
675{ 681{
676 object *tmp; 682 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 { 683 {
681 if (tmp->head) 684 object *next = tmp->above;
682 tmp = tmp->head; 685
683 remove_ob (tmp); 686 if (tmp->flag [FLAG_ALIVE])
684 free_object (tmp); 687 tmp->head_ ()->destroy ();
685 tmp = get_map_ob (map, x, y); 688
686 if (tmp == NULL) 689 tmp = next;
687 break;
688 }; 690 }
689} 691}
690
691 692
692/* surrounds the point x,y by doors, so as to enclose something, like 693/* 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 694 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
695 696static object **
696object **
697surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 697surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 698{
699 int i; 699 int i;
700 char *doors[2]; 700 const char *doors[2];
701 object **doorlist; 701 object **doorlist;
702 int ndoors_made = 0; 702 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 704
705 /* this is a list we pick from, for horizontal and vertical doors */ 705 /* this is a list we pick from, for horizontal and vertical doors */
717 /* place doors in all the 8 adjacent unblocked squares. */ 717 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 718 for (i = 1; i < 9; i++)
719 { 719 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 721
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 723 { /* place a door */
724 remove_monsters (x1, y1, map);
725
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 726 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 727 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; 728 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 729 ndoors_made++;
732 } 730 }
733 } 731 }
732
734 return doorlist; 733 return doorlist;
735} 734}
736 735
737
738/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
739object * 737static object *
740door_in_square (mapstruct *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
741{ 739{
742 object *tmp;
743
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 742 return tmp;
743
747 return NULL; 744 return NULL;
748} 745}
749 746
750
751/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
752void 748static void
753find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
754{ 750{
755 int i, j; 751 int i, j;
756 object *door; 752 object *door;
757 753
758 /* bounds check x and y */ 754 /* bounds check x and y */
766 /* check off this point */ 762 /* check off this point */
767 if (layout[x][y] == '#') 763 if (layout[x][y] == '#')
768 { /* there could be a door here */ 764 { /* there could be a door here */
769 layout[x][y] = 1; 765 layout[x][y] = 1;
770 door = door_in_square (map, x, y); 766 door = door_in_square (map, x, y);
771 if (door != NULL) 767 if (door)
772 { 768 {
773 doorlist[*ndoors] = door; 769 doorlist[*ndoors] = door;
770
774 if (*ndoors > 254) /* eek! out of memory */ 771 if (*ndoors > 1022) /* eek! out of memory */
775 { 772 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 774 return;
778 } 775 }
776
779 *ndoors = *ndoors + 1; 777 *ndoors = *ndoors + 1;
780 } 778 }
781 } 779 }
782 else 780 else
783 { 781 {
784 layout[x][y] = 1; 782 layout[x][y] = 1;
783
785 /* now search all the 8 squares around recursively for free spots,in random order */ 784 /* 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++) 785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 786 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); 787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 } 788 doorlist, ndoors, RP);
790 } 789 }
791} 790}
792 791
793/* find a random non-blocked spot in this room to drop a key. */ 792/* find a random non-blocked spot in this room to drop a key. */
794object ** 793static object **
795find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
796{ 795{
797 char **layout2;
798 object **doorlist;
799 int i, j; 796 int i, j;
800 int ndoors = 0; 797 int ndoors = 0;
801 798
802 doorlist = (object **) calloc (sizeof (int), 256); 799 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 800
801 LayoutData layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear ();
804 803
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 804 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 805 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++) 806 for (j = 0; j < RP->Ysize; j++)
811 { 807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 808
817 /* setup num_free_spots and room_free_spots */ 809 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 810 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
819 811
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; 812 return doorlist;
827} 813}
828
829
830 814
831/* locks and/or hides all the doors in doorlist, or does nothing if 815/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
833 817static void
834void
835lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 818lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 819{
837 object *door; 820 object *door;
838 int i; 821 int i;
839 822
840 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
841 824
842 if (opts & DOORED) 825 if (opts & DOORED)
843 { 826 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
845 { 828 {
846 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
847 char keybuf[256];
848 830
849 door = doorlist[i]; 831 door = doorlist[i];
850 new_door->face = door->face; 832 new_door->face = door->face;
851 new_door->x = door->x; 833 new_door->x = door->x;
852 new_door->y = door->y; 834 new_door->y = door->y;
853 remove_ob (door); 835 door->destroy ();
854 free_object (door);
855 doorlist[i] = new_door; 836 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 838 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); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
860 } 840 }
861 } 841 }
862 842
863 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
864 if (opts & HIDDEN) 844 if (opts & HIDDEN)
873 { 853 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 854 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 855 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858
878 door->face = wallface->face; 859 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 860
880 remove_ob (wallface); 861 wallface->destroy ();
881 free_object (wallface);
882 } 862 }
883 } 863 }
884 } 864 }
885} 865}

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