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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC vs.
Revision 1.63 by root, Mon Oct 29 23:55:54 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
25 26
26#include <global.h> 27#include <global.h>
27#include <random_map.h> 28#include <rmg.h>
28#include <rproto.h> 29#include <rproto.h>
29 30
30/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
31 32
32#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. */
40#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 */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 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
45/* a macro to get a strongly centered random distribution, 55/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 56 from 0 to x, centered at x/2 */
47static int 57static int
48bc_random (int x) 58bc_random (int x)
49{ 59{
52 62
53static object * 63static object *
54gen_key (const shstr &keycode) 64gen_key (const shstr &keycode)
55{ 65{
56 /* get a key and set its keycode */ 66 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2); 67 object *key = archetype::get (shstr_key_random_map);
58
59 key->slaying = keycode; 68 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key; 69 return key;
66} 70}
67 71
68/* places keys in the map, preferably in something alive. 72/* places keys in the map, preferably in something alive.
69 keycode is the key's code, 73 keycode is the key's code,
74 78
75 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
76 sure a key is placed on both sides of the door. 80 sure a key is placed on both sides of the door.
77*/ 81*/
78static int 82static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) 83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
80{ 84{
81 int i, j; 85 int i, j;
82 int kx = 0, ky = 0; 86 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */ 87 object *the_keymaster; /* the monster that gets the key. */
88 object *the_key = gen_key (keycode);
84 89
85 if (door_flag == PASS_DOORS) 90 if (door_flag == PASS_DOORS)
86 { 91 {
87 int tries = 0; 92 int tries = 0;
88 93
89 the_keymaster = 0; 94 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster) 95 while (tries < 15 && !the_keymaster)
91 { 96 {
92 i = rmg_rndm (RP->Xsize - 2) + 1; 97 i = rmg_rndm (map->width - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1; 98 j = rmg_rndm (map->height - 2) + 1;
94 tries++; 99 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP); 100 the_keymaster = find_closest_monster (map, i, j);
96 } 101 }
97 102
98 /* 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. */
99 if (!the_keymaster) 104 if (!the_keymaster)
100 { 105 {
101 int freeindex; 106 int freeindex;
102 107
103 freeindex = -1; 108 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++) 109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 { 110 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1; 111 kx = rmg_rndm (map->width - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1; 112 ky = rmg_rndm (map->height - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); 113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
109 } 114 }
110 115
111 // can freeindex ever be < 0? 116 // can freeindex ever be < 0?
112 if (freeindex >= 0) 117 if (freeindex >= 0)
113 { 118 {
121 /* 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
122 NO_PASS_DOORS is set. */ 127 NO_PASS_DOORS is set. */
123 if (n_keys == 1) 128 if (n_keys == 1)
124 { 129 {
125 if (wall_blocked (map, x, y)) 130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
126 return 0; 133 return 0;
134 }
127 135
128 the_keymaster = find_monster_in_room (map, x, y, RP); 136 the_keymaster = find_monster_in_room (map, x, y);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP); 138 find_spot_in_room (map, x, y, &kx, &ky);
131 } 139 }
132 else 140 else
133 { 141 {
134 int sum = 0; /* count how many keys we actually place */ 142 int sum = 0; /* count how many keys we actually place */
135 143
136 /* 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. */
137 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
138 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
139 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
141 149
142 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. */
143 { /* diagonally this time. */ 151 { /* diagonally this time. */
144 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
148 } 156 }
149 157
158 the_key->destroy ();
150 return 1; 159 return 1;
151 } 160 }
152 } 161 }
153
154 object *the_key = gen_key (keycode);
155 162
156 if (the_keymaster) 163 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key); 164 the_keymaster->head_ ()->insert (the_key);
158 else 165 else
159 { 166 {
179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
180} 187}
181 188
182/* place treasures in the map, given the 189/* place treasures in the map, given the
183map, (required) 190map, (required)
184layout, (required) 191maze, (required)
185treasure 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.)
186treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
187*/ 194*/
188void 195void
189place_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)
190{ 197{
191 char styledirname[1024];
192 char stylefilepath[1024];
193 maptile *style_map = 0;
194 int num_treasures; 198 int num_treasures;
195 199
196 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
197 if (treasure_style) 201 if (treasure_style)
198 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
220 224
221 if (num_treasures <= 0) 225 if (num_treasures <= 0)
222 return; 226 return;
223 227
224 /* get the style map */ 228 /* get the style map */
225 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
227 style_map = find_style (styledirname, treasure_style, -1);
228 230
229 if (!style_map) 231 if (!style_map)
230 { 232 {
231 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
232 return; 234 return;
233 } 235 }
234 236
235 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
236 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
247 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
248 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
249 { 251 {
250 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
251 { 253 {
252 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
253 { 255 {
254 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
255 object *chest; 257 object *chest;
256 258
257 if (tdiv == 3) 259 if (tdiv == 3)
263 if (!chest) 265 if (!chest)
264 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
265 267
266 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
267 { 269 {
268 object **doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
269 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
270 free (doorlist); 272 free (doorlist);
271 } 273 }
272 } 274 }
273 } 275 }
285 tries = 0; 287 tries = 0;
286 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
287 { 289 {
288 i = rmg_rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
289 j = rmg_rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
290 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
291 294
292 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
293 i = -1; 296 i = -1;
294 297
295 tries++; 298 tries++;
302 305
303 i = chest->x; 306 i = chest->x;
304 j = chest->y; 307 j = chest->y;
305 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
306 { 309 {
307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
308 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
309 free (doorlist); 312 free (doorlist);
310 } 313 }
311 } 314 }
312 } 315 }
313 } 316 }
314 else 317 else
315 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
316 int ti, i, j; 319 int ti, i, j;
317 320
318 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
319 { 322 {
320 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
325} 328}
326 329
327/* 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
328 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,
329 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 */
330object * 333static object *
331place_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)
332{ 335{
333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
334 337
335 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
358 if (tlist != NULL) 361 if (tlist != NULL)
359 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
360 { /* use the treasure list */ 363 { /* use the treasure list */
361 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
362 365
363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
364 } 367 }
365 else 368 else
366 { /* use the style map */ 369 { /* use the style map */
367 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
368 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
376 } 379 }
377 380
378 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
379 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
380 { 383 {
381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
382 385
383 if (trap_map) 386 if (trap_map)
384 { 387 {
385 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386 389
402 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
403 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
405 { 408 {
406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
408 } 411 }
409 412
410 /* actually place the chest. */ 413 /* actually place the chest. */
411 the_chest->x = xl; 414 the_chest->x = xl;
412 the_chest->y = yl; 415 the_chest->y = yl;
413 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
414 return the_chest; 417 return the_chest;
415} 418}
416 419
417
418/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
419 or walls */ 421static object *
420object *
421find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
422{ 423{
423 int i; 424 int i;
424 425
425 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
426 { 427 {
427 int lx, ly; 428 int lx, ly;
428 429
429 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
430 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
431 /* boundscheck */ 432 /* boundscheck */
432 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
433 /* 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. */
434 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
435 { 436 {
436 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
437 438
438 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
439 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
440 return the_monster; 443 return the_monster;
441 } 444 }
442 } 445 }
443 return NULL; 446 return NULL;
444} 447}
445 448
446/* 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. */
447 450
448object *theMonsterToFind; 451static object *theMonsterToFind;
449 452
450/* 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.
451 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 */
452 455static object *
453object *
454find_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)
455{ 457{
456 int i, j; 458 int i, j;
457 459
458 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
459 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
460 return theMonsterToFind; 462 return theMonsterToFind;
461 463
462 /* bounds check x and y */ 464 /* bounds check x and y */
463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
464 return theMonsterToFind; 466 return theMonsterToFind;
465 467
466 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
467 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
468 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
469 471
470 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
471 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
472 layout[x][y] = 1; 474 maze[x][y] = 1;
473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 { 476 {
475 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
476 478
477 /* check off this point */ 479 /* check off this point */
478 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);
479 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
480 { 482 {
481 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
482 return theMonsterToFind; 484 return theMonsterToFind;
483 } 485 }
484 } 486 }
485 487
486 /* 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 */
487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
488 { 490 {
489 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]);
490 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
491 return theMonsterToFind; 493 return theMonsterToFind;
492 } 494 }
493 495
494 return theMonsterToFind; 496 return theMonsterToFind;
495} 497}
496 498
497/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
498 real work. */ 500 real work. */
499object * 501static object *
500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
501{ 503{
502 Layout layout2 (RP); 504 layout layout2 (map->width, map->height);
503 505
504 layout2->clear (); 506 // find walls
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++) 507 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2->h; j++) 508 for (int j = 0; j < layout2.h; j++)
509 if (wall_blocked (map, i, j)) 509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
510 layout2[i][j] = '#';
511 510
512 theMonsterToFind = 0; 511 theMonsterToFind = 0;
513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
514
515 layout2.free ();
516 513
517 return theMonsterToFind; 514 return theMonsterToFind;
518} 515}
519
520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
521int *room_free_spots_x;
522int *room_free_spots_y;
523int number_of_free_spots_in_room;
524 516
525/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
526a 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
527that datastructure. */ 519that datastructure. */
528void 520static void
529find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
530{ 522{
531 int i, j;
532
533 /* bounds check x and y */ 523 /* bounds check x and y */
534 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
535 return; 525 return;
536 526
537 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
538 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
539 return; 529 return;
540 530
541 /* 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.
542 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
543 /* check off this point */ 533 /* check off this point */
544 layout[x][y] = 1; 534 maze[x][y] = 1;
545 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
546 room_free_spots_y[number_of_free_spots_in_room] = y;
547 number_of_free_spots_in_room++;
548 536
549 /* 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 */
550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
551 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]);
552 540
553} 541}
554 542
555/* 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. */
556void 544static void
557find_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)
558{ 546{
559 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
560 int i, j;
561 548
562 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
563 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
564 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
565 550
566 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
567 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
568 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
569 { 553 for (int j = 0; j < map->height; j++)
570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
571 for (j = 0; j < RP->Ysize; j++)
572 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#';
574 }
575 555
576 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
578 558
579 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
580 {
581 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i];
584 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
585 562
586 /* deallocate the temp. layout */ 563 *kx = p.x;
587 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
588 free (layout2[i]); 565 }
589
590 free (layout2);
591 free (room_free_spots_x);
592 free (room_free_spots_y);
593} 566}
594
595 567
596/* 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
597 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
598 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
599void 571static void
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_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
660 632
661 if (i != -1) 633 if (i != -1)
662 { 634 {
663 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
664 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
669 *cx = -1; 641 *cx = -1;
670 *cy = -1; 642 *cy = -1;
671 } 643 }
672} 644}
673 645
674void 646static void
675remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
676{ 648{
677 object *tmp;
678
679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
681 { 650 {
682 if (tmp->head) 651 object *next = tmp->above;
683 tmp = tmp->head; 652
684 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
685 tmp->destroy (); 654 tmp->head_ ()->destroy ();
686 tmp = GET_MAP_OB (map, x, y); 655
687 if (tmp == NULL) 656 tmp = next;
688 break;
689 }; 657 }
690} 658}
691 659
692/* 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
693 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
694 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
695object ** 663static object **
696surround_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)
697{ 665{
698 int i; 666 int i;
699 const char *doors[2]; 667 const char *doors[2];
700 object **doorlist; 668 object **doorlist;
701 int ndoors_made = 0; 669 int ndoors_made = 0;
716 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
717 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
718 { 686 {
719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
720 688
721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
722 { /* place a door */ 690 { /* place a door */
723 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
724 692
725 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]);
726 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
727 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 696 ndoors_made++;
729 } 697 }
730 } 698 }
731 699
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/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
749void 715static void
750find_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)
751{ 717{
752 int i, j; 718 int i, j;
753 object *door; 719 object *door;
754 720
755 /* bounds check x and y */ 721 /* bounds check x and y */
756 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
757 return; 723 return;
758 724
759 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
760 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
761 return; 727 return;
762 728
763 /* check off this point */ 729 /* check off this point */
764 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
765 { /* there could be a door here */ 731 { /* there could be a door here */
766 layout[x][y] = 1; 732 maze[x][y] = 1;
767 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
768 if (door) 734 if (door)
769 { 735 {
770 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
771 737
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;
784 750
785 /* 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 */
786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 find_doors_in_room_recursive (layout, map, 753 find_doors_in_room_recursive (maze, map,
788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
789 doorlist, ndoors, RP); 755 doorlist, ndoors);
790 } 756 }
791} 757}
792 758
793/* 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. */
794object ** 760static object **
795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
796{ 762{
797 int i, j; 763 int i, j;
798 int ndoors = 0; 764 int ndoors = 0;
799 765
800 object **doorlist = (object **)calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
801 767
802 LayoutData layout2 (RP->Xsize, RP->Ysize); 768 layout layout2 (map->width, map->height);
803 layout2.clear (); 769 layout2.clear ();
804 770
805 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
806 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
807 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
809 775
810 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
812 778
813 return doorlist; 779 return doorlist;
814} 780}
815 781
816/* 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
817 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
818void 784static void
819lock_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)
820{ 786{
821 object *door; 787 object *door;
822 int i; 788 int i;
823 789
824 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
825 791
826 if (opts & DOORED) 792 if (opts & DOORED)
827 { 793 {
828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
829 { 795 {
830 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
831 797
832 door = doorlist[i]; 798 door = doorlist[i];
833 new_door->face = door->face; 799 new_door->face = door->face;
834 new_door->x = door->x; 800 new_door->x = door->x;
835 new_door->y = door->y; 801 new_door->y = door->y;
836 door->remove ();
837 door->destroy (); 802 door->destroy ();
838 doorlist[i] = new_door; 803 doorlist[i] = new_door;
839 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
842 } 807 }
843 } 808 }
844 809
845 /* 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. */
846 if (opts & HIDDEN) 811 if (opts & HIDDEN)
858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860 825
861 door->face = wallface->face; 826 door->face = wallface->face;
862 827
863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
864 wallface->remove ();
865
866 wallface->destroy (); 828 wallface->destroy ();
867 } 829 }
868 } 830 }
869 } 831 }
870} 832}

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