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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.62 by root, Tue Jan 3 11:25:34 2012 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
8 7 *
9 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
10 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
11 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
12 (at your option) any later version. 11 * option) any later version.
13 12 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 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
20 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
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
22 21 *
23 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>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27 26
28
29
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <rmg.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
34/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
35 32
36#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
44#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 */
45 42
46#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 44#define PASS_DOORS 1
48 45
46static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
49static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
50static object **find_doors_in_room (maptile *map, int x, int y);
51static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
54
55/* a macro to get a strongly centered random distribution,
56 from 0 to x, centered at x/2 */
57static int
58bc_random (int x)
59{
60 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
61}
62
63static object *
64gen_key (const shstr &keycode)
65{
66 /* get a key and set its keycode */
67 object *key = archetype::get (shstr_key_random_map);
68 key->slaying = keycode;
69 return key;
70}
71
72/* places keys in the map, preferably in something alive.
73 keycode is the key's code,
74 door_flag is either PASS_DOORS or NO_PASS_DOORS.
75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
76 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
78
79 The idea is that you call keyplace on x,y where a door is, and it'll make
80 sure a key is placed on both sides of the door.
81*/
82static int
83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
84{
85 int i, j;
86 int kx = 0, ky = 0;
87 object *the_keymaster; /* the monster that gets the key. */
88 object *the_key = gen_key (keycode);
89
90 if (door_flag == PASS_DOORS)
91 {
92 int tries = 0;
93
94 the_keymaster = 0;
95 while (tries < 15 && !the_keymaster)
96 {
97 i = rmg_rndm (map->width - 2) + 1;
98 j = rmg_rndm (map->height - 2) + 1;
99 tries++;
100 the_keymaster = find_closest_monster (map, i, j);
101 }
102
103 /* if we don't find a good keymaster, drop the key on the ground. */
104 if (!the_keymaster)
105 {
106 int freeindex;
107
108 freeindex = -1;
109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
110 {
111 kx = rmg_rndm (map->width - 2) + 1;
112 ky = rmg_rndm (map->height - 2) + 1;
113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
114 }
115
116 // can freeindex ever be < 0?
117 if (freeindex >= 0)
118 {
119 kx += freearr_x [freeindex];
120 ky += freearr_y [freeindex];
121 }
122 }
123 }
124 else
125 { /* NO_PASS_DOORS --we have to work harder. */
126 /* don't try to keyplace if we're sitting on a blocked square and
127 NO_PASS_DOORS is set. */
128 if (n_keys == 1)
129 {
130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
133 return 0;
134 }
135
136 the_keymaster = find_monster_in_room (map, x, y);
137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
138 find_spot_in_room (map, x, y, &kx, &ky);
139 }
140 else
141 {
142 int sum = 0; /* count how many keys we actually place */
143
144 /* I'm lazy, so just try to place in all 4 directions. */
145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
149
150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
151 { /* diagonally this time. */
152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
156 }
157
158 the_key->destroy ();
159 return 1;
160 }
161 }
162
163 if (the_keymaster)
164 the_keymaster->head_ ()->insert (the_key);
165 else
166 {
167 the_key->x = kx;
168 the_key->y = ky;
169 insert_ob_in_map (the_key, map, NULL, 0);
170 }
171
172 return 1;
173}
49 174
50/* returns true if square x,y has P_NO_PASS set, which is true for walls 175/* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters. 176 * and doors but not monsters.
52 * This function is not map tile aware. 177 * This function is not map tile aware.
53 */ 178 */
54
55int 179int
56wall_blocked (maptile *m, int x, int y) 180wall_blocked (maptile *m, int x, int y)
57{ 181{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 182 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 183 return 1;
184
185 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 187}
65 188
66/* place treasures in the map, given the 189/* place treasures in the map, given the
67map, (required) 190map, (required)
68layout, (required) 191maze, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 192treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
71*/ 194*/
72
73void 195void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 197{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 198 int num_treasures;
80 199
81 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 201 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
84 return; 203 return;
204
85 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 207
88 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 210 {
91 if (RANDOM () % 2) 211 if (rmg_rndm (2))
92 treasureoptions -= 1; 212 treasureoptions -= 1;
93 else 213 else
94 treasureoptions -= 2; 214 treasureoptions -= 2;
95 } 215 }
96 216
97 /* pick the number of treasures */ 217 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 219 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH) 220 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 221 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else 222 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 223 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
104 224
105 if (num_treasures <= 0) 225 if (num_treasures <= 0)
106 return; 226 return;
107 227
108 /* get the style map */ 228 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 230
111 style_map = find_style (styledirname, treasure_style, -1); 231 if (!style_map)
232 {
233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
234 return;
235 }
112 236
113 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
115 { 239 {
116
117 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
119 { 242 {
120 case LAYOUT_ONION: 243 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
126 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
127 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
128 { 251 {
129 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
130 { 253 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
132 { 255 {
133 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 257 object *chest;
136 258
137 if (tdiv == 3) 259 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
139 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 263 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
264
141 if (!chest) 265 if (!chest)
142 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
143 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
144 { 269 {
145 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 272 free (doorlist);
148 } 273 }
149 } 274 }
150 } 275 }
151 } 276 }
152 break; 277 break;
153 } 278 }
279
154 default: 280 default:
155 { 281 {
156 int i, j, tries; 282 int i, j, tries;
157 object *chest; 283 object *chest;
158 object **doorlist; 284 object **doorlist;
159 285
160 i = j = -1; 286 i = j = -1;
161 tries = 0; 287 tries = 0;
162 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
163 { 289 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
166 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
167 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
168 i = -1; 296 i = -1;
297
169 tries++; 298 tries++;
170 } 299 }
300
171 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
172 if (!chest) 303 if (!chest)
173 return; 304 return;
305
174 i = chest->x; 306 i = chest->x;
175 j = chest->y; 307 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
177 { 309 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
179 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
180 free (doorlist); 312 free (doorlist);
181 } 313 }
182 } 314 }
183 } 315 }
184 } 316 }
185 else 317 else
186 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
187 int ti, i, j; 319 int ti, i, j;
188 320
189 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
190 { 322 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 326 }
195 } 327 }
196} 328}
197 329
198/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
201 333static object *
202object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 335{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 337
210 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 340 if (i == -1)
213 { 341 {
214 the_chest->destroy (); 342 the_chest->destroy ();
215 return NULL; 343 return NULL;
216 } 344 }
345
217 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
219 348
220 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
222 return 0; 351 return 0;
223 352
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 360
232 if (tlist != NULL) 361 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 363 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 365
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
238 } 367 }
239 else 368 else
240 { /* use the style map */ 369 { /* use the style map */
241 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
243 } 372 }
244#endif 373#endif
245 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
247 376
248 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
250 } 379 }
251 380
252 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
254 { 383 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
256 object *the_trap;
257 385
258 if (trap_map) 386 if (trap_map)
259 { 387 {
260 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
261 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
263 if (the_trap) 393 if (the_trap)
264 { 394 {
265 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 396
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 397 new_trap->x = x;
270 new_trap->y = y; 398 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
272 } 400 }
273 } 401 }
274 } 402 }
275 403
276 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
277 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
278 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 408 {
282 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
283
284 sprintf (keybuf, "%d", (int) RANDOM ());
285 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
287 } 411 }
288 412
289 /* actually place the chest. */ 413 /* actually place the chest. */
290 the_chest->x = xl; 414 the_chest->x = xl;
291 the_chest->y = yl; 415 the_chest->y = yl;
292 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
293 return the_chest; 417 return the_chest;
294} 418}
295 419
296
297/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
298 or walls */ 421static object *
299object *
300find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
301{ 423{
302 int i; 424 int i;
303 425
304 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
305 { 427 {
306 int lx, ly; 428 int lx, ly;
307 429
308 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
309 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
310 /* boundscheck */ 432 /* boundscheck */
311 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
312 /* 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. */
313 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
314 { 436 {
315 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
316 438
317 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
318 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
319 return the_monster; 443 return the_monster;
320 } 444 }
321 } 445 }
322 return NULL; 446 return NULL;
323} 447}
324 448
325
326
327/* places keys in the map, preferably in something alive.
328 keycode is the key's code,
329 door_flag is either PASS_DOORS or NO_PASS_DOORS.
330 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
331 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333
334 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door.
336*/
337
338int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{
341 int i, j;
342 int kx, ky;
343 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345
346 /* get a key and set its keycode */
347 the_key = get_archetype ("key2");
348 the_key->slaying = keycode;
349
350 if (door_flag == PASS_DOORS)
351 {
352 int tries = 0;
353
354 the_keymaster = NULL;
355 while (tries < 15 && the_keymaster == NULL)
356 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP);
361 }
362 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL)
364 {
365 int freeindex;
366
367 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky);
373 }
374 if (freeindex != -1)
375 {
376 kx += freearr_x[freeindex];
377 ky += freearr_y[freeindex];
378 }
379 }
380 }
381 else
382 { /* NO_PASS_DOORS --we have to work harder. */
383 /* don't try to keyplace if we're sitting on a blocked square and
384 NO_PASS_DOORS is set. */
385 if (n_keys == 1)
386 {
387 if (wall_blocked (map, x, y))
388 return 0;
389 the_keymaster = find_monster_in_room (map, x, y, RP);
390 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 }
393 else
394 {
395 int sum = 0; /* count how many keys we actually place */
396
397 /* I'm lazy, so just try to place in all 4 directions. */
398 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagnoally this time. */
404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
409 return 1;
410 }
411 }
412
413 if (the_keymaster == NULL)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423}
424
425
426
427/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
428 450
429object *theMonsterToFind; 451static object *theMonsterToFind;
430 452
431/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
432 it does a check-off on the layout, converting 0's to 1's */ 454 it does a check-off on the maze, converting 0's to 1's */
433 455static object *
434object *
435find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
436{ 457{
437 int i, j; 458 int i, j;
438 459
439 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
440 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
441 return theMonsterToFind; 462 return theMonsterToFind;
442 463
443 /* bounds check x and y */ 464 /* bounds check x and y */
444 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
445 return theMonsterToFind; 466 return theMonsterToFind;
446 467
447 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
448 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
449 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
450 471
451 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
452 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
453 layout[x][y] = 1; 474 maze[x][y] = 1;
454 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
455 { 476 {
456 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
457 478
458 /* check off this point */ 479 /* check off this point */
459 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 480 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
460 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
461 { 482 {
462 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
463 return theMonsterToFind; 484 return theMonsterToFind;
464 } 485 }
465 } 486 }
466 487
467 /* now search all the 8 squares around recursively for a monster,in random order */ 488 /* now search all the 8 squares around recursively for a monster,in random order */
468 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
469 { 490 {
470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 491 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
471 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
472 return theMonsterToFind; 493 return theMonsterToFind;
473 } 494 }
495
474 return theMonsterToFind; 496 return theMonsterToFind;
475} 497}
476
477 498
478/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
479 real work. */ 500 real work. */
480 501static object *
481object *
482find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
483{ 503{
484 char **layout2; 504 layout layout2 (map->width, map->height);
485 int i, j; 505
506 // find walls
507 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2.h; j++)
509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
486 510
487 theMonsterToFind = 0; 511 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
500
501 /* deallocate the temp. layout */
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 513
508 return theMonsterToFind; 514 return theMonsterToFind;
509} 515}
510
511
512
513
514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
515int *room_free_spots_x;
516int *room_free_spots_y;
517int number_of_free_spots_in_room;
518 516
519/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
520a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
521that datastructure. */ 519that datastructure. */
522 520static void
523void 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
525{ 522{
526 int i, j;
527
528 /* bounds check x and y */ 523 /* bounds check x and y */
529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
530 return; 525 return;
531 526
532 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
533 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
534 return; 529 return;
535 530
536 /* set the current square as checked, and add it to the list. 531 /* set the current square as checked, and add it to the list.
537 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
538 /* check off this point */ 533 /* check off this point */
539 layout[x][y] = 1; 534 maze[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
541 room_free_spots_y[number_of_free_spots_in_room] = y; 536
542 number_of_free_spots_in_room++;
543 /* now search all the 8 squares around recursively for free spots,in random order */ 537 /* now search all the 8 squares around recursively for free spots,in random order */
544 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
545 {
546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 539 find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
547 }
548 540
549} 541}
550 542
551/* find a random non-blocked spot in this room to drop a key. */ 543/* find a random non-blocked spot in this room to drop a key. */
552void 544static void
553find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
554{ 546{
555 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
556 int i, j;
557 548
558 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
559 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
561 550
562 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
563 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
565 { 553 for (int j = 0; j < map->height; j++)
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
567 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#';
571 }
572 }
573 555
574 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
576 558
577 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
578 {
579 i = RANDOM () % number_of_free_spots_in_room;
580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i];
582 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
583 562
584 /* deallocate the temp. layout */ 563 *kx = p.x;
585 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
586 { 565 }
587 free (layout2[i]);
588 }
589 free (layout2);
590 free (room_free_spots_x);
591 free (room_free_spots_y);
592} 566}
593
594 567
595/* searches the map for a spot with walls around it. The more 568/* searches the map for a spot with walls around it. The more
596 walls the better, but it'll settle for 1 wall, or even 0, but 569 walls the better, but it'll settle for 1 wall, or even 0, but
597 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
598 571static void
599void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
601{ 573{
602 int x, y; 574 int x, y;
603 int i; 575 int i;
604 576
605 x = *cx; 577 x = *cx;
609 { 581 {
610 int lx, ly, sindex; 582 int lx, ly, sindex;
611 583
612 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
613 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
614 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
615 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
617 { 589 {
618 *cx = lx; 590 *cx = lx;
619 *cy = ly; 591 *cy = ly;
627 { 599 {
628 int lx, ly, sindex; 600 int lx, ly, sindex;
629 601
630 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
631 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
632 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
633 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
634 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 606 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
635 { 607 {
636 *cx = lx; 608 *cx = lx;
637 *cy = ly; 609 *cy = ly;
644 { 616 {
645 int lx, ly, sindex; 617 int lx, ly, sindex;
646 618
647 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
648 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
649 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
650 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
651 if (sindex) 623 if (sindex)
652 { 624 {
653 *cx = lx; 625 *cx = lx;
654 *cy = ly; 626 *cy = ly;
655 return; 627 return;
656 } 628 }
657 } 629 }
658 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
659 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
660 if (i != -1 && i <= SIZEOFFREE1) 632
633 if (i != -1)
661 { 634 {
662 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
664 return; 637 }
638 else
665 } 639 {
666 /* indicate failure */ 640 /* indicate failure */
641 *cx = -1;
667 *cx = *cy = -1; 642 *cy = -1;
643 }
668} 644}
669 645
670 646static void
671void
672remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
673{ 648{
674 object *tmp; 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
675
676 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 650 {
679 if (tmp->head) 651 object *next = tmp->above;
680 tmp = tmp->head; 652
681 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
682 tmp->destroy (); 654 tmp->head_ ()->destroy ();
683 tmp = GET_MAP_OB (map, x, y); 655
684 if (tmp == NULL) 656 tmp = next;
685 break;
686 }; 657 }
687} 658}
688
689 659
690/* surrounds the point x,y by doors, so as to enclose something, like 660/* surrounds the point x,y by doors, so as to enclose something, like
691 a chest. It only goes as far as the 8 squares surrounding, and 661 a chest. It only goes as far as the 8 squares surrounding, and
692 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
693 663static object **
694object **
695surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
696{ 665{
697 int i; 666 int i;
698 char *doors[2]; 667 const char *doors[2];
699 object **doorlist; 668 object **doorlist;
700 int ndoors_made = 0; 669 int ndoors_made = 0;
701 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 670 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
702 671
703 /* this is a list we pick from, for horizontal and vertical doors */ 672 /* this is a list we pick from, for horizontal and vertical doors */
715 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
717 { 686 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 688
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
721 { /* place a door */ 690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
722 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 693 object *new_door = archetype::get (freearr_x[i] == 0 ? doors[1] : doors[0]);
723 694 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 696 ndoors_made++;
730 } 697 }
731 } 698 }
699
732 return doorlist; 700 return doorlist;
733} 701}
734 702
735
736/* returns the first door in this square, or NULL if there isn't a door. */ 703/* returns the first door in this square, or NULL if there isn't a door. */
737object * 704static object *
738door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
739{ 706{
740 object *tmp;
741
742 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 707 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 709 return tmp;
710
745 return NULL; 711 return NULL;
746} 712}
747 713
748
749/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
750void 715static void
751find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
752{ 717{
753 int i, j; 718 int i, j;
754 object *door; 719 object *door;
755 720
756 /* bounds check x and y */ 721 /* bounds check x and y */
757 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
758 return; 723 return;
759 724
760 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
761 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
762 return; 727 return;
763 728
764 /* check off this point */ 729 /* check off this point */
765 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
766 { /* there could be a door here */ 731 { /* there could be a door here */
767 layout[x][y] = 1; 732 maze[x][y] = 1;
768 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
769 if (door) 734 if (door)
770 { 735 {
771 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
772 if (*ndoors > 1022) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
773 { 739 {
774 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 740 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
775 return; 741 return;
776 } 742 }
778 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
779 } 745 }
780 } 746 }
781 else 747 else
782 { 748 {
783 layout[x][y] = 1; 749 maze[x][y] = 1;
750
784 /* now search all the 8 squares around recursively for free spots,in random order */ 751 /* now search all the 8 squares around recursively for free spots,in random order */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 753 find_doors_in_room_recursive (maze, map,
754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
755 doorlist, ndoors);
787 } 756 }
788} 757}
789 758
790/* find a random non-blocked spot in this room to drop a key. */ 759/* find a random non-blocked spot in this room to drop a key. */
791object ** 760static object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
793{ 762{
794 char **layout2;
795 object **doorlist;
796 int i, j; 763 int i, j;
797 int ndoors = 0; 764 int ndoors = 0;
798 765
799 doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 767
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
802 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
807 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#';
810 }
811 }
812 775
813 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
815 778
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist; 779 return doorlist;
822} 780}
823
824
825 781
826/* locks and/or hides all the doors in doorlist, or does nothing if 782/* locks and/or hides all the doors in doorlist, or does nothing if
827 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
828 784static void
829void
830lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
831{ 786{
832 object *door; 787 object *door;
833 int i; 788 int i;
834 789
835 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
836 791
837 if (opts & DOORED) 792 if (opts & DOORED)
838 { 793 {
839 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
840 { 795 {
841 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
842 char keybuf[1024];
843 797
844 door = doorlist[i]; 798 door = doorlist[i];
845 new_door->face = door->face; 799 new_door->face = door->face;
846 new_door->x = door->x; 800 new_door->x = door->x;
847 new_door->y = door->y; 801 new_door->y = door->y;
848 door->remove ();
849 door->destroy (); 802 door->destroy ();
850 doorlist[i] = new_door; 803 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
853 new_door->slaying = keybuf;
854 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
855 } 807 }
856 } 808 }
857 809
858 /* change the faces of the doors and surrounding walls to hide them. */ 810 /* change the faces of the doors and surrounding walls to hide them. */
859 if (opts & HIDDEN) 811 if (opts & HIDDEN)
868 { 820 {
869 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
872 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
873 door->face = wallface->face; 826 door->face = wallface->face;
874 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
875 wallface->remove ();
876 wallface->destroy (); 828 wallface->destroy ();
877 } 829 }
878 } 830 }
879 } 831 }
880} 832}

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