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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 1.62 by root, Tue Jan 3 11:25:34 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 26
32
33
34#include <global.h> 27#include <global.h>
35#include <random_map.h> 28#include <rmg.h>
36#include <rproto.h> 29#include <rproto.h>
37 30
38/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
39 32
40#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. */
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);
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);
53 54
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 55/* a macro to get a strongly centered random distribution,
55 * and doors but not monsters. 56 from 0 to x, centered at x/2 */
56 * This function is not map tile aware. 57static int
57 */ 58bc_random (int x)
58
59int
60wall_blocked (mapstruct *m, int x, int y)
61{ 59{
62 int r; 60 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
61}
63 62
64 if (OUT_OF_REAL_MAP (m, x, y)) 63static object *
65 return 1; 64gen_key (const shstr &keycode)
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 65{
66 /* get a key and set its keycode */
67 object *key = archetype::get (shstr_key_random_map);
68 key->slaying = keycode;
67 return r; 69 return key;
68} 70}
69
70/* place treasures in the map, given the
71map, (required)
72layout, (required)
73treasure style (may be empty or NULL, or "none" to cause no treasure.)
74treasureoptions (may be 0 for random choices or positive)
75*/
76
77void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP)
79{
80 char styledirname[256];
81 char stylefilepath[256];
82 mapstruct *style_map = 0;
83 int num_treasures;
84
85 /* bail out if treasure isn't wanted. */
86 if (treasure_style)
87 if (!strcmp (treasure_style, "none"))
88 return;
89 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION);
91
92 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 {
95 if (RANDOM () % 2)
96 treasureoptions -= 1;
97 else
98 treasureoptions -= 2;
99 }
100
101 /* pick the number of treasures */
102 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
108
109 if (num_treasures <= 0)
110 return;
111
112 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1);
116
117 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED)
119 {
120
121 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style)
123 {
124 case ONION_LAYOUT:
125 case SPIRAL_LAYOUT:
126 case SQUARE_SPIRAL_LAYOUT:
127 {
128 int i, j;
129
130 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++)
132 {
133 for (j = 0; j < RP->Ysize; j++)
134 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 {
137 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest;
140
141 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */
143 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
145 if (!chest)
146 continue; /* if no chest was placed NEXT */
147 if (treasureoptions & (DOORED | HIDDEN))
148 {
149 doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist);
152 }
153 }
154 }
155 }
156 break;
157 }
158 default:
159 {
160 int i, j, tries;
161 object *chest;
162 object **doorlist;
163
164 i = j = -1;
165 tries = 0;
166 while (i == -1 && tries < 100)
167 {
168 i = RANDOM () % (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP);
171 if (wall_blocked (map, i, j))
172 i = -1;
173 tries++;
174 }
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
176 if (!chest)
177 return;
178 i = chest->x;
179 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN))
181 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist);
185 }
186 }
187 }
188 }
189 else
190 { /* DIFFUSE treasure layout */
191 int ti, i, j;
192
193 for (ti = 0; ti < num_treasures; ti++)
194 {
195 i = RANDOM () % (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 }
199 }
200}
201
202
203
204/* 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,
206 if the global variable "treasurestyle" is set to that treasure list's name */
207
208object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP)
210{
211 object *the_chest;
212 int i, xl, yl;
213
214 the_chest = get_archetype ("chest"); /* was "chest_2" */
215
216 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y);
218 if (i == -1)
219 {
220 free_object (the_chest);
221 return NULL;
222 }
223 xl = x + freearr_x[i];
224 yl = y + freearr_y[i];
225
226 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl))
228 return 0;
229
230
231 /* put the treasures in the chest. */
232 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */
234 int ti;
235
236 /* if treasurestyle lists a treasure list, use it. */
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238
239 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map);
243
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 }
246 else
247 { /* use the style map */
248 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures;
250 }
251#endif
252 else
253 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest");
255
256 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures;
258 }
259
260 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED)
262 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265
266 if (trap_map)
267 {
268 the_trap = pick_random_object (trap_map);
269 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
271 if (the_trap)
272 {
273 object *new_trap;
274
275 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap);
277 new_trap->x = x;
278 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest);
280 }
281 }
282 }
283
284 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 {
290 char keybuf[256];
291
292 sprintf (keybuf, "%d", (int) RANDOM ());
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
295 }
296
297 /* actually place the chest. */
298 the_chest->x = xl;
299 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest;
302}
303
304
305/* finds the closest monster and returns him, regardless of doors
306 or walls */
307object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP)
309{
310 int i;
311
312 for (i = 0; i < SIZEOFFREE; i++)
313 {
314 int lx, ly;
315
316 lx = x + freearr_x[i];
317 ly = y + freearr_y[i];
318 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 {
323 object *the_monster = get_map_ob (map, lx, ly);
324
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster;
328 }
329 }
330 return NULL;
331}
332
333
334 71
335/* places keys in the map, preferably in something alive. 72/* places keys in the map, preferably in something alive.
336 keycode is the key's code, 73 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS. 74 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. 75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341 78
342 The idea is that you call keyplace on x,y where a door is, and it'll make 79 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door. 80 sure a key is placed on both sides of the door.
344*/ 81*/
345 82static int
346int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
348{ 84{
349 int i, j; 85 int i, j;
350 int kx, ky; 86 int kx = 0, ky = 0;
351 object *the_keymaster; /* the monster that gets the key. */ 87 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key; 88 object *the_key = gen_key (keycode);
353
354 /* get a key and set its keycode */
355 the_key = get_archetype ("key2");
356 the_key->slaying = keycode;
357 89
358 if (door_flag == PASS_DOORS) 90 if (door_flag == PASS_DOORS)
359 { 91 {
360 int tries = 0; 92 int tries = 0;
361 93
362 the_keymaster = NULL; 94 the_keymaster = 0;
363 while (tries < 15 && the_keymaster == NULL) 95 while (tries < 15 && !the_keymaster)
364 { 96 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1; 97 i = rmg_rndm (map->width - 2) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1; 98 j = rmg_rndm (map->height - 2) + 1;
367 tries++; 99 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP); 100 the_keymaster = find_closest_monster (map, i, j);
369 } 101 }
102
370 /* if we don't find a good keymaster, drop the key on the ground. */ 103 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL) 104 if (!the_keymaster)
372 { 105 {
373 int freeindex; 106 int freeindex;
374 107
375 freeindex = -1; 108 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++) 109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 { 110 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 111 kx = rmg_rndm (map->width - 2) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 112 ky = rmg_rndm (map->height - 2) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky); 113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 } 114 }
115
116 // can freeindex ever be < 0?
382 if (freeindex != -1) 117 if (freeindex >= 0)
383 { 118 {
384 kx += freearr_x[freeindex]; 119 kx += freearr_x [freeindex];
385 ky += freearr_y[freeindex]; 120 ky += freearr_y [freeindex];
386 } 121 }
387 } 122 }
388 } 123 }
389 else 124 else
390 { /* NO_PASS_DOORS --we have to work harder. */ 125 { /* NO_PASS_DOORS --we have to work harder. */
391 /* don't try to keyplace if we're sitting on a blocked square and 126 /* don't try to keyplace if we're sitting on a blocked square and
392 NO_PASS_DOORS is set. */ 127 NO_PASS_DOORS is set. */
393 if (n_keys == 1) 128 if (n_keys == 1)
394 { 129 {
395 if (wall_blocked (map, x, y)) 130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
396 return 0; 133 return 0;
134 }
135
397 the_keymaster = find_monster_in_room (map, x, y, RP); 136 the_keymaster = find_monster_in_room (map, x, y);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP); 138 find_spot_in_room (map, x, y, &kx, &ky);
400 } 139 }
401 else 140 else
402 { 141 {
403 int sum = 0; /* count how many keys we actually place */ 142 int sum = 0; /* count how many keys we actually place */
404 143
405 /* I'm lazy, so just try to place in all 4 directions. */ 144 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
408 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
149
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */ 151 { /* diagonally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
414 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
416 } 156 }
157
158 the_key->destroy ();
417 return 1; 159 return 1;
418 } 160 }
419 } 161 }
420 162
421 if (the_keymaster == NULL) 163 if (the_keymaster)
164 the_keymaster->head_ ()->insert (the_key);
165 else
422 { 166 {
423 the_key->x = kx; 167 the_key->x = kx;
424 the_key->y = ky; 168 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0); 169 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1;
427 } 170 }
428 171
429 insert_ob_in_ob (the_key, the_keymaster);
430 return 1; 172 return 1;
431} 173}
432 174
175/* returns true if square x,y has P_NO_PASS set, which is true for walls
176 * and doors but not monsters.
177 * This function is not map tile aware.
178 */
179int
180wall_blocked (maptile *m, int x, int y)
181{
182 if (OUT_OF_REAL_MAP (m, x, y))
183 return 1;
433 184
185 m->at (x, y).update ();
186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
187}
188
189/* place treasures in the map, given the
190map, (required)
191maze, (required)
192treasure style (may be empty or NULL, or "none" to cause no treasure.)
193treasureoptions (may be 0 for random choices or positive)
194*/
195void
196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
197{
198 int num_treasures;
199
200 /* bail out if treasure isn't wanted. */
201 if (treasure_style)
202 if (!strcmp (treasure_style, "none"))
203 return;
204
205 if (treasureoptions <= 0)
206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
207
208 /* filter out the mutually exclusive options */
209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
210 {
211 if (rmg_rndm (2))
212 treasureoptions -= 1;
213 else
214 treasureoptions -= 2;
215 }
216
217 /* pick the number of treasures */
218 if (treasureoptions & SPARSE)
219 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
220 else if (treasureoptions & RICH)
221 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
222 else
223 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
224
225 if (num_treasures <= 0)
226 return;
227
228 /* get the style map */
229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
230
231 if (!style_map)
232 {
233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
234 return;
235 }
236
237 /* all the treasure at one spot in the map. */
238 if (treasureoptions & CONCENTRATED)
239 {
240 /* map_layout_style global, and is previously set */
241 switch (RP->map_layout_style)
242 {
243 case LAYOUT_ONION:
244 case LAYOUT_SPIRAL:
245 case LAYOUT_SQUARE_SPIRAL:
246 {
247 int i, j;
248
249 /* search the onion for C's or '>', and put treasure there. */
250 for (i = 0; i < RP->Xsize; i++)
251 {
252 for (j = 0; j < RP->Ysize; j++)
253 {
254 if (maze[i][j] == 'C' || maze[i][j] == '>')
255 {
256 int tdiv = RP->symmetry_used;
257 object *chest;
258
259 if (tdiv == 3)
260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
262 /* don't put a chest on an exit. */
263 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
264
265 if (!chest)
266 continue; /* if no chest was placed NEXT */
267
268 if (treasureoptions & (DOORED | HIDDEN))
269 {
270 object **doorlist = find_doors_in_room (map, i, j);
271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
272 free (doorlist);
273 }
274 }
275 }
276 }
277 break;
278 }
279
280 default:
281 {
282 int i, j, tries;
283 object *chest;
284 object **doorlist;
285
286 i = j = -1;
287 tries = 0;
288 while (i == -1 && tries < 100)
289 {
290 i = rmg_rndm (RP->Xsize - 2) + 1;
291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
293 find_enclosed_spot (map, &i, &j);
294
295 if (wall_blocked (map, i, j))
296 i = -1;
297
298 tries++;
299 }
300
301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
303 if (!chest)
304 return;
305
306 i = chest->x;
307 j = chest->y;
308 if (treasureoptions & (DOORED | HIDDEN))
309 {
310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
312 free (doorlist);
313 }
314 }
315 }
316 }
317 else
318 { /* DIFFUSE treasure maze */
319 int ti, i, j;
320
321 for (ti = 0; ti < num_treasures; ti++)
322 {
323 i = rmg_rndm (RP->Xsize - 2) + 1;
324 j = rmg_rndm (RP->Ysize - 2) + 1;
325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
326 }
327 }
328}
329
330/* put a chest into the map, near x and y, with the treasure style
331 determined (may be null, or may be a treasure list from lib/treasures,
332 if the global variable "treasurestyle" is set to that treasure list's name */
333static object *
334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
335{
336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
337
338 /* first, find a place to put the chest. */
339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
340 if (i == -1)
341 {
342 the_chest->destroy ();
343 return NULL;
344 }
345
346 int xl = x + freearr_x[i];
347 int yl = y + freearr_y[i];
348
349 /* if the placement is blocked, return a fail. */
350 if (wall_blocked (map, xl, yl))
351 return 0;
352
353 /* put the treasures in the chest. */
354 /* if(style_map) { */
355#if 0 /* don't use treasure style maps for now! */
356 int ti;
357
358 /* if treasurestyle lists a treasure list, use it. */
359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
360
361 if (tlist != NULL)
362 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */
364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365
366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
367 }
368 else
369 { /* use the style map */
370 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures;
372 }
373#endif
374 { /* neither style_map no treasure list given */
375 treasurelist *tlist = treasurelist::find ("chest");
376
377 the_chest->randomitems = tlist;
378 the_chest->stats.hp = n_treasures;
379 }
380
381 /* stick a trap in the chest if required */
382 if (treasureoptions & TRAPPED)
383 {
384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
385
386 if (trap_map)
387 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
390 the_trap->stats.Cha = 10 + RP->difficulty;
391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
393 if (the_trap)
394 {
395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
396
397 new_trap->x = x;
398 new_trap->y = y;
399 insert_ob_in_ob (new_trap, the_chest);
400 }
401 }
402 }
403
404 /* set the chest lock code, and call the keyplacer routine with
405 the lockcode. It's not worth bothering to lock the chest if
406 there's only 1 treasure.... */
407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
408 {
409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
411 }
412
413 /* actually place the chest. */
414 the_chest->x = xl;
415 the_chest->y = yl;
416 insert_ob_in_map (the_chest, map, NULL, 0);
417 return the_chest;
418}
419
420/* finds the closest monster and returns him, regardless of doors or walls */
421static object *
422find_closest_monster (maptile *map, int x, int y)
423{
424 int i;
425
426 for (i = 0; i < SIZEOFFREE; i++)
427 {
428 int lx, ly;
429
430 lx = x + freearr_x[i];
431 ly = y + freearr_y[i];
432 /* boundscheck */
433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
434 /* don't bother searching this square unless the map says life exists. */
435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
436 {
437 object *the_monster = GET_MAP_OB (map, lx, ly);
438
439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
442 if (the_monster && the_monster->flag [FLAG_MONSTER])
443 return the_monster;
444 }
445 }
446 return NULL;
447}
434 448
435/* 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. */
436 450
437object *theMonsterToFind; 451static object *theMonsterToFind;
438 452
439/* 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.
440 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 */
441 455static object *
442object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
444{ 457{
445 int i, j; 458 int i, j;
446 459
447 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
449 return theMonsterToFind; 462 return theMonsterToFind;
450 463
451 /* bounds check x and y */ 464 /* bounds check x and y */
452 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
453 return theMonsterToFind; 466 return theMonsterToFind;
454 467
455 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
456 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
457 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
458 471
459 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 474 maze[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 476 {
464 object *the_monster = get_map_ob (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
465 478
466 /* check off this point */ 479 /* check off this point */
467 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);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
469 { 482 {
470 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
471 return theMonsterToFind; 484 return theMonsterToFind;
472 } 485 }
473 } 486 }
474 487
475 /* 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 */
476 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++)
477 { 490 {
478 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]);
479 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
480 return theMonsterToFind; 493 return theMonsterToFind;
481 } 494 }
495
482 return theMonsterToFind; 496 return theMonsterToFind;
483} 497}
484
485 498
486/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
487 real work. */ 500 real work. */
488 501static object *
489object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 502find_monster_in_room (maptile *map, int x, int y)
491{ 503{
492 char **layout2; 504 layout layout2 (map->width, map->height);
493 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;
494 510
495 theMonsterToFind = 0; 511 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); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
508
509 /* deallocate the temp. layout */
510 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]);
513 }
514 free (layout2);
515 513
516 return theMonsterToFind; 514 return theMonsterToFind;
517} 515}
518
519
520
521
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x;
524int *room_free_spots_y;
525int number_of_free_spots_in_room;
526 516
527/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
528a 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
529that datastructure. */ 519that datastructure. */
530 520static void
531void 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP)
533{ 522{
534 int i, j;
535
536 /* bounds check x and y */ 523 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
538 return; 525 return;
539 526
540 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
541 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
542 return; 529 return;
543 530
544 /* 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.
545 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
546 /* check off this point */ 533 /* check off this point */
547 layout[x][y] = 1; 534 maze[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
549 room_free_spots_y[number_of_free_spots_in_room] = y; 536
550 number_of_free_spots_in_room++;
551 /* 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 */
552 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++)
553 {
554 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]);
555 }
556 540
557} 541}
558 542
559/* 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. */
560void 544static void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
562{ 546{
563 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
564 int i, j;
565 548
566 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
567 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);
569 550
570 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
571 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
573 { 553 for (int j = 0; j < map->height; j++)
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
575 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#';
579 }
580 }
581 555
582 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
584 558
585 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
586 {
587 i = RANDOM () % number_of_free_spots_in_room;
588 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i];
590 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
591 562
592 /* deallocate the temp. layout */ 563 *kx = p.x;
593 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
594 { 565 }
595 free (layout2[i]);
596 }
597 free (layout2);
598 free (room_free_spots_x);
599 free (room_free_spots_y);
600} 566}
601
602 567
603/* 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
604 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
605 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
606 571static void
607void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
609{ 573{
610 int x, y; 574 int x, y;
611 int i; 575 int i;
612 576
613 x = *cx; 577 x = *cx;
617 { 581 {
618 int lx, ly, sindex; 582 int lx, ly, sindex;
619 583
620 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
621 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
622 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
623 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
624 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
625 { 589 {
626 *cx = lx; 590 *cx = lx;
627 *cy = ly; 591 *cy = ly;
635 { 599 {
636 int lx, ly, sindex; 600 int lx, ly, sindex;
637 601
638 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
639 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
640 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
641 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
642 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)
643 { 607 {
644 *cx = lx; 608 *cx = lx;
645 *cy = ly; 609 *cy = ly;
652 { 616 {
653 int lx, ly, sindex; 617 int lx, ly, sindex;
654 618
655 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
656 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
657 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
658 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
659 if (sindex) 623 if (sindex)
660 { 624 {
661 *cx = lx; 625 *cx = lx;
662 *cy = ly; 626 *cy = ly;
663 return; 627 return;
664 } 628 }
665 } 629 }
666 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 632
633 if (i != -1)
669 { 634 {
670 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
672 return; 637 }
638 else
673 } 639 {
674 /* indicate failure */ 640 /* indicate failure */
641 *cx = -1;
675 *cx = *cy = -1; 642 *cy = -1;
643 }
676} 644}
677 645
678 646static void
679void
680remove_monsters (int x, int y, mapstruct *map) 647remove_monsters (int x, int y, maptile *map)
681{ 648{
682 object *tmp; 649 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 { 650 {
687 if (tmp->head) 651 object *next = tmp->above;
688 tmp = tmp->head; 652
689 remove_ob (tmp); 653 if (tmp->flag [FLAG_ALIVE])
690 free_object (tmp); 654 tmp->head_ ()->destroy ();
691 tmp = get_map_ob (map, x, y); 655
692 if (tmp == NULL) 656 tmp = next;
693 break;
694 }; 657 }
695} 658}
696
697 659
698/* 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
699 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
700 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
701 663static object **
702object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
704{ 665{
705 int i; 666 int i;
706 char *doors[2]; 667 const char *doors[2];
707 object **doorlist; 668 object **doorlist;
708 int ndoors_made = 0; 669 int ndoors_made = 0;
709 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 */
710 671
711 /* 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 */
723 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
725 { 686 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 688
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
729 { /* place a door */ 690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
730 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]);
731 694 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; 695 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 696 ndoors_made++;
738 } 697 }
739 } 698 }
699
740 return doorlist; 700 return doorlist;
741} 701}
742 702
743
744/* 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. */
745object * 704static object *
746door_in_square (mapstruct *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
747{ 706{
748 object *tmp;
749
750 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)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 709 return tmp;
710
753 return NULL; 711 return NULL;
754} 712}
755 713
756
757/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
758void 715static void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
760{ 717{
761 int i, j; 718 int i, j;
762 object *door; 719 object *door;
763 720
764 /* bounds check x and y */ 721 /* bounds check x and y */
765 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
766 return; 723 return;
767 724
768 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
769 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
770 return; 727 return;
771 728
772 /* check off this point */ 729 /* check off this point */
773 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
774 { /* there could be a door here */ 731 { /* there could be a door here */
775 layout[x][y] = 1; 732 maze[x][y] = 1;
776 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
777 if (door != NULL) 734 if (door)
778 { 735 {
779 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
780 if (*ndoors > 254) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
781 { 739 {
782 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");
783 return; 741 return;
784 } 742 }
743
785 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
786 } 745 }
787 } 746 }
788 else 747 else
789 { 748 {
790 layout[x][y] = 1; 749 maze[x][y] = 1;
750
791 /* 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 */
792 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++)
793 { 753 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); 754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 755 doorlist, ndoors);
796 } 756 }
797} 757}
798 758
799/* 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. */
800object ** 760static object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 761find_doors_in_room (maptile *map, int x, int y)
802{ 762{
803 char **layout2;
804 object **doorlist;
805 int i, j; 763 int i, j;
806 int ndoors = 0; 764 int ndoors = 0;
807 765
808 doorlist = (object **) calloc (sizeof (int), 256); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
809 767
768 layout layout2 (map->width, map->height);
769 layout2.clear ();
810 770
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
814 {
815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
816 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
817 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
821 }
822 775
823 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
825 778
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; 779 return doorlist;
833} 780}
834
835
836 781
837/* 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
838 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
839 784static void
840void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 786{
843 object *door; 787 object *door;
844 int i; 788 int i;
845 789
846 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
847 791
848 if (opts & DOORED) 792 if (opts & DOORED)
849 { 793 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
851 { 795 {
852 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
853 char keybuf[256];
854 797
855 door = doorlist[i]; 798 door = doorlist[i];
856 new_door->face = door->face; 799 new_door->face = door->face;
857 new_door->x = door->x; 800 new_door->x = door->x;
858 new_door->y = door->y; 801 new_door->y = door->y;
859 remove_ob (door); 802 door->destroy ();
860 free_object (door);
861 doorlist[i] = new_door; 803 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 805 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); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
866 } 807 }
867 } 808 }
868 809
869 /* 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. */
870 if (opts & HIDDEN) 811 if (opts & HIDDEN)
879 { 820 {
880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
884 door->face = wallface->face; 826 door->face = wallface->face;
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
886 remove_ob (wallface); 828 wallface->destroy ();
887 free_object (wallface);
888 } 829 }
889 } 830 }
890 } 831 }
891} 832}

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