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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.16 by root, Mon Jan 15 01:55:22 2007 UTC vs.
Revision 1.64 by root, Wed Nov 16 23:42:02 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 }
374
375 if (freeindex != -1)
376 {
377 kx += freearr_x[freeindex];
378 ky += freearr_y[freeindex];
379 }
380 }
381 }
382 else
383 { /* NO_PASS_DOORS --we have to work harder. */
384 /* don't try to keyplace if we're sitting on a blocked square and
385 NO_PASS_DOORS is set. */
386 if (n_keys == 1)
387 {
388 if (wall_blocked (map, x, y))
389 return 0;
390
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
430 450
431object *theMonsterToFind; 451static object *theMonsterToFind;
432 452
433/* 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.
434 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 */
435 455static object *
436object *
437find_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)
438{ 457{
439 int i, j; 458 int i, j;
440 459
441 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
443 return theMonsterToFind; 462 return theMonsterToFind;
444 463
445 /* bounds check x and y */ 464 /* bounds check x and y */
446 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
447 return theMonsterToFind; 466 return theMonsterToFind;
448 467
449 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
450 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
451 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
452 471
453 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 474 maze[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 476 {
458 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
459 478
460 /* check off this point */ 479 /* check off this point */
461 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);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
463 { 482 {
464 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
465 return theMonsterToFind; 484 return theMonsterToFind;
466 } 485 }
467 } 486 }
468 487
469 /* 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 */
470 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++)
471 { 490 {
472 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]);
473 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
474 return theMonsterToFind; 493 return theMonsterToFind;
475 } 494 }
495
476 return theMonsterToFind; 496 return theMonsterToFind;
477} 497}
478
479 498
480/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
481 real work. */ 500 real work. */
482 501static object *
483object *
484find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
485{ 503{
486 char **layout2; 504 layout layout2 (map->width, map->height);
487 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;
488 510
489 theMonsterToFind = 0; 511 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
502
503 /* deallocate the temp. layout */
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 513
510 return theMonsterToFind; 514 return theMonsterToFind;
511} 515}
512
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x;
518int *room_free_spots_y;
519int number_of_free_spots_in_room;
520 516
521/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
522a 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
523that datastructure. */ 519that datastructure. */
524 520static void
525void 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 522{
528 int i, j;
529
530 /* bounds check x and y */ 523 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
532 return; 525 return;
533 526
534 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
536 return; 529 return;
537 530
538 /* 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.
539 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
540 /* check off this point */ 533 /* check off this point */
541 layout[x][y] = 1; 534 maze[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
543 room_free_spots_y[number_of_free_spots_in_room] = y; 536
544 number_of_free_spots_in_room++;
545 /* 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 */
546 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++)
547 {
548 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]);
549 }
550 540
551} 541}
552 542
553/* 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. */
554void 544static void
555find_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)
556{ 546{
557 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 548
560 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 550
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
567 { 553 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#';
573 }
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 = RANDOM () % 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 { 565 }
589 free (layout2[i]);
590 }
591 free (layout2);
592 free (room_free_spots_x);
593 free (room_free_spots_y);
594} 566}
595
596 567
597/* 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
598 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
599 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
600 571static void
601void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
603{ 573{
604 int x, y; 574 int x, y;
605 int i; 575 int i;
606 576
607 x = *cx; 577 x = *cx;
611 { 581 {
612 int lx, ly, sindex; 582 int lx, ly, sindex;
613 583
614 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
615 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
616 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
617 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 { 589 {
620 *cx = lx; 590 *cx = lx;
621 *cy = ly; 591 *cy = ly;
629 { 599 {
630 int lx, ly, sindex; 600 int lx, ly, sindex;
631 601
632 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
633 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
634 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
635 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
636 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)
637 { 607 {
638 *cx = lx; 608 *cx = lx;
639 *cy = ly; 609 *cy = ly;
646 { 616 {
647 int lx, ly, sindex; 617 int lx, ly, sindex;
648 618
649 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
650 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
651 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
652 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex) 623 if (sindex)
654 { 624 {
655 *cx = lx; 625 *cx = lx;
656 *cy = ly; 626 *cy = ly;
657 return; 627 return;
658 } 628 }
659 } 629 }
660 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
661 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);
662 if (i != -1 && i <= SIZEOFFREE1) 632
633 if (i != -1)
663 { 634 {
664 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
666 return; 637 }
638 else
667 } 639 {
668 /* indicate failure */ 640 /* indicate failure */
641 *cx = -1;
669 *cx = *cy = -1; 642 *cy = -1;
643 }
670} 644}
671 645
672 646static void
673void
674remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
675{ 648{
676 object *tmp; 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
677
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 650 {
681 if (tmp->head) 651 object *next = tmp->above;
682 tmp = tmp->head; 652
683 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
684 tmp->destroy (); 654 tmp->head_ ()->destroy ();
685 tmp = GET_MAP_OB (map, x, y); 655
686 if (tmp == NULL) 656 tmp = next;
687 break;
688 }; 657 }
689} 658}
690
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.*/
695 663static object **
696object **
697surround_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)
698{ 665{
699 int i; 666 int i;
700 char *doors[2]; 667 const char *doors[2];
701 object **doorlist; 668 object **doorlist;
702 int ndoors_made = 0; 669 int ndoors_made = 0;
703 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 */
704 671
705 /* 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 */
717 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
719 { 686 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 688
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
723 { /* place a door */ 690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
724 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]);
725 694 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 696 ndoors_made++;
732 } 697 }
733 } 698 }
699
734 return doorlist; 700 return doorlist;
735} 701}
736 702
737
738/* 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. */
739object * 704static object *
740door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
741{ 706{
742 object *tmp;
743
744 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)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 709 return tmp;
710
747 return NULL; 711 return NULL;
748} 712}
749 713
750
751/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
752void 715static void
753find_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)
754{ 717{
755 int i, j; 718 int i, j;
756 object *door; 719 object *door;
757 720
758 /* bounds check x and y */ 721 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
760 return; 723 return;
761 724
762 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
764 return; 727 return;
765 728
766 /* check off this point */ 729 /* check off this point */
767 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
768 { /* there could be a door here */ 731 { /* there could be a door here */
769 layout[x][y] = 1; 732 maze[x][y] = 1;
770 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
771 if (door) 734 if (door)
772 { 735 {
773 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
774 if (*ndoors > 1022) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
775 { 739 {
776 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");
777 return; 741 return;
778 } 742 }
780 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
781 } 745 }
782 } 746 }
783 else 747 else
784 { 748 {
785 layout[x][y] = 1; 749 maze[x][y] = 1;
750
786 /* 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 */
787 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++)
788 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);
789 } 756 }
790} 757}
791 758
792/* 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. */
793object ** 760static object **
794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
795{ 762{
796 char **layout2;
797 object **doorlist;
798 int i, j; 763 int i, j;
799 int ndoors = 0; 764 int ndoors = 0;
800 765
801 doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
802 767
803 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
804 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
806 {
807 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
808 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
809 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 if (wall_blocked (map, i, j))
811 layout2[i][j] = '#';
812 }
813 }
814 775
815 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
816 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
817 778
818 /* deallocate the temp. layout */
819 for (i = 0; i < RP->Xsize; i++)
820 free (layout2[i]);
821
822 free (layout2);
823 return doorlist; 779 return doorlist;
824} 780}
825
826
827 781
828/* 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
829 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
830 784static void
831void
832lock_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)
833{ 786{
834 object *door; 787 object *door;
835 int i; 788 int i;
836 789
837 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
838 791
839 if (opts & DOORED) 792 if (opts & DOORED)
840 { 793 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
842 { 795 {
843 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
844 char keybuf[1024];
845 797
846 door = doorlist[i]; 798 door = doorlist[i];
847 new_door->face = door->face; 799 new_door->face = door->face;
848 new_door->x = door->x; 800 new_door->x = door->x;
849 new_door->y = door->y; 801 new_door->y = door->y;
850 door->remove ();
851 door->destroy (); 802 door->destroy ();
852 doorlist[i] = new_door; 803 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
855 new_door->slaying = keybuf;
856 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);
857 } 807 }
858 } 808 }
859 809
860 /* 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. */
861 if (opts & HIDDEN) 811 if (opts & HIDDEN)
870 { 820 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
875 door->face = wallface->face; 826 door->face = wallface->face;
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
877 wallface->remove ();
878 wallface->destroy (); 828 wallface->destroy ();
879 } 829 }
880 } 830 }
881 } 831 }
882} 832}

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