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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC vs.
Revision 1.65 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * 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
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26 26
27#include <global.h> 27#include <global.h>
28#include <random_map.h> 28#include <rmg.h>
29#include <rproto.h> 29#include <rproto.h>
30 30
31/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
32 32
33#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. */
41#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 */
42 42
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 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}
46 174
47/* 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
48 * and doors but not monsters. 176 * and doors but not monsters.
49 * This function is not map tile aware. 177 * This function is not map tile aware.
50 */ 178 */
52wall_blocked (maptile *m, int x, int y) 180wall_blocked (maptile *m, int x, int y)
53{ 181{
54 if (OUT_OF_REAL_MAP (m, x, y)) 182 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 183 return 1;
56 184
185 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 187}
60 188
61/* place treasures in the map, given the 189/* place treasures in the map, given the
62map, (required) 190map, (required)
63layout, (required) 191maze, (required)
64treasure 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.)
65treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
66*/ 194*/
67void 195void
68place_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)
69{ 197{
70 char styledirname[1024];
71 char stylefilepath[1024];
72 maptile *style_map = 0;
73 int num_treasures; 198 int num_treasures;
74 199
75 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 201 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
78 return; 203 return;
79 204
80 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 207
83 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 210 {
86 if (rndm (2)) 211 if (rmg_rndm (2))
87 treasureoptions -= 1; 212 treasureoptions -= 1;
88 else 213 else
89 treasureoptions -= 2; 214 treasureoptions -= 2;
90 } 215 }
91 216
92 /* pick the number of treasures */ 217 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 220 else if (treasureoptions & RICH)
96 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);
97 else 222 else
98 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);
99 224
100 if (num_treasures <= 0) 225 if (num_treasures <= 0)
101 return; 226 return;
102 227
103 /* get the style map */ 228 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 230
106 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 }
107 236
108 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
110 { 239 {
111
112 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
113 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
114 { 242 {
115 case LAYOUT_ONION: 243 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL: 244 case LAYOUT_SPIRAL:
121 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
122 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
123 { 251 {
124 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
125 { 253 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
127 { 255 {
128 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 257 object *chest;
131 258
132 if (tdiv == 3) 259 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
134 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
135 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
136 if (!chest) 265 if (!chest)
137 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
138 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
139 { 269 {
140 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 272 free (doorlist);
143 } 273 }
144 } 274 }
145 } 275 }
146 } 276 }
147 break; 277 break;
148 } 278 }
279
149 default: 280 default:
150 { 281 {
151 int i, j, tries; 282 int i, j, tries;
152 object *chest; 283 object *chest;
153 object **doorlist; 284 object **doorlist;
154 285
155 i = j = -1; 286 i = j = -1;
156 tries = 0; 287 tries = 0;
157 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
158 { 289 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
161 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
162 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
163 i = -1; 296 i = -1;
297
164 tries++; 298 tries++;
165 } 299 }
300
166 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
167 if (!chest) 303 if (!chest)
168 return; 304 return;
305
169 i = chest->x; 306 i = chest->x;
170 j = chest->y; 307 j = chest->y;
171 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
172 { 309 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
174 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
175 free (doorlist); 312 free (doorlist);
176 } 313 }
177 } 314 }
178 } 315 }
179 } 316 }
180 else 317 else
181 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
182 int ti, i, j; 319 int ti, i, j;
183 320
184 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
185 { 322 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 326 }
190 } 327 }
191} 328}
192 329
193/* 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
194 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,
195 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 */
196 333static object *
197object *
198place_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)
199{ 335{
200 object *the_chest;
201 int i, xl, yl;
202
203 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
204 337
205 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
206 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
207 if (i == -1) 340 if (i == -1)
208 { 341 {
209 the_chest->destroy (); 342 the_chest->destroy ();
210 return NULL; 343 return NULL;
211 } 344 }
212 345
213 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
214 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
215 348
216 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
217 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
218 return 0; 351 return 0;
219 352
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 360
228 if (tlist != NULL) 361 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 363 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
232 365
233 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
234 } 367 }
235 else 368 else
236 { /* use the style map */ 369 { /* use the style map */
237 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
239 } 372 }
240#endif 373#endif
241 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
243 376
244 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
246 } 379 }
247 380
248 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
249 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
250 { 383 {
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
252 object *the_trap;
253 385
254 if (trap_map) 386 if (trap_map)
255 { 387 {
256 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
257 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
259 if (the_trap) 393 if (the_trap)
260 { 394 {
261 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
262 396
263 new_trap = arch_to_object (the_trap->arch);
264 new_trap->copy_to (the_trap);
265 new_trap->x = x; 397 new_trap->x = x;
266 new_trap->y = y; 398 new_trap->y = y;
267 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
268 } 400 }
269 } 401 }
270 } 402 }
271 403
272 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
273 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
274 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 408 {
278 char keybuf[1024]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
279
280 sprintf (keybuf, "%d", (int) RANDOM ());
281 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
283 } 411 }
284 412
285 /* actually place the chest. */ 413 /* actually place the chest. */
286 the_chest->x = xl; 414 the_chest->x = xl;
287 the_chest->y = yl; 415 the_chest->y = yl;
288 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
289 return the_chest; 417 return the_chest;
290} 418}
291 419
292
293/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
294 or walls */ 421static object *
295object *
296find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
297{ 423{
298 int i; 424 int i;
299 425
300 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
301 { 427 {
302 int lx, ly; 428 int lx, ly;
303 429
304 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
305 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
306 /* boundscheck */ 432 /* boundscheck */
307 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
308 /* 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. */
309 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
310 { 436 {
311 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
312 438
313 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
314 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
315 return the_monster; 443 return the_monster;
316 } 444 }
317 } 445 }
318 return NULL; 446 return NULL;
319} 447}
320 448
321
322
323/* places keys in the map, preferably in something alive.
324 keycode is the key's code,
325 door_flag is either PASS_DOORS or NO_PASS_DOORS.
326 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
327 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
329
330 The idea is that you call keyplace on x,y where a door is, and it'll make
331 sure a key is placed on both sides of the door.
332*/
333int
334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
335{
336 int i, j;
337 int kx = 0, ky = 0;
338 object *the_keymaster; /* the monster that gets the key. */
339 object *the_key;
340
341 /* get a key and set its keycode */
342 the_key = get_archetype ("key2");
343 the_key->slaying = keycode;
344
345 if (door_flag == PASS_DOORS)
346 {
347 int tries = 0;
348
349 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster)
351 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
354 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP);
356 }
357
358 /* if we don't find a good keymaster, drop the key on the ground. */
359 if (!the_keymaster)
360 {
361 int freeindex;
362
363 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
369 }
370
371 // can freeindex ever be < 0?
372 if (freeindex >= 0)
373 {
374 kx += freearr_x [freeindex];
375 ky += freearr_y [freeindex];
376 }
377 }
378 }
379 else
380 { /* NO_PASS_DOORS --we have to work harder. */
381 /* don't try to keyplace if we're sitting on a blocked square and
382 NO_PASS_DOORS is set. */
383 if (n_keys == 1)
384 {
385 if (wall_blocked (map, x, y))
386 return 0;
387
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagonally this time. */
404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 }
409
410 return 1;
411 }
412 }
413
414 if (!the_keymaster)
415 {
416 the_key->x = kx;
417 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1;
420 }
421
422 insert_ob_in_ob (the_key, the_keymaster);
423 return 1;
424}
425
426
427
428/* 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. */
429 450
430object *theMonsterToFind; 451static object *theMonsterToFind;
431 452
432/* 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.
433 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 */
434 455static object *
435object *
436find_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)
437{ 457{
438 int i, j; 458 int i, j;
439 459
440 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
441 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
442 return theMonsterToFind; 462 return theMonsterToFind;
443 463
444 /* bounds check x and y */ 464 /* bounds check x and y */
445 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
446 return theMonsterToFind; 466 return theMonsterToFind;
447 467
448 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
449 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
450 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
451 471
452 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
453 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
454 layout[x][y] = 1; 474 maze[x][y] = 1;
455 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
456 { 476 {
457 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
458 478
459 /* check off this point */ 479 /* check off this point */
460 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);
461 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
462 { 482 {
463 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
464 return theMonsterToFind; 484 return theMonsterToFind;
465 } 485 }
466 } 486 }
467 487
468 /* 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 */
469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
470 { 490 {
471 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]);
472 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
473 return theMonsterToFind; 493 return theMonsterToFind;
474 } 494 }
495
475 return theMonsterToFind; 496 return theMonsterToFind;
476} 497}
477
478 498
479/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
480 real work. */ 500 real work. */
481 501static object *
482object *
483find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
484{ 503{
485 char **layout2; 504 layout layout2 (map->width, map->height);
486 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;
487 510
488 theMonsterToFind = 0; 511 theMonsterToFind = 0;
489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
490 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++)
492 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
499 }
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
501
502 /* deallocate the temp. layout */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]);
506 }
507 free (layout2);
508 513
509 return theMonsterToFind; 514 return theMonsterToFind;
510} 515}
511
512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
513int *room_free_spots_x;
514int *room_free_spots_y;
515int number_of_free_spots_in_room;
516 516
517/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
518a 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
519that datastructure. */ 519that datastructure. */
520void 520static void
521find_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)
522{ 522{
523 int i, j;
524
525 /* bounds check x and y */ 523 /* bounds check x and y */
526 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
527 return; 525 return;
528 526
529 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
530 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
531 return; 529 return;
532 530
533 /* 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.
534 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
535 /* check off this point */ 533 /* check off this point */
536 layout[x][y] = 1; 534 maze[x][y] = 1;
537 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
538 room_free_spots_y[number_of_free_spots_in_room] = y;
539 number_of_free_spots_in_room++;
540 536
541 /* 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 */
542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
543 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]);
544 540
545} 541}
546 542
547/* 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. */
548void 544static void
549find_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)
550{ 546{
551 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
552 int i, j;
553 548
554 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
555 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
556 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
557 550
558 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
559 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
560 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
561 { 553 for (int j = 0; j < map->height; j++)
562 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
563 for (j = 0; j < RP->Ysize; j++)
564 if (wall_blocked (map, i, j))
565 layout2[i][j] = '#';
566 }
567 555
568 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
570 558
571 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
572 {
573 i = RANDOM () % number_of_free_spots_in_room;
574 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i];
576 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
577 562
578 /* deallocate the temp. layout */ 563 *kx = p.x;
579 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
580 free (layout2[i]); 565 }
581
582 free (layout2);
583 free (room_free_spots_x);
584 free (room_free_spots_y);
585} 566}
586
587 567
588/* 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
589 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
590 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
591void 571static void
592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
593{ 573{
594 int x, y; 574 int x, y;
595 int i; 575 int i;
596 576
597 x = *cx; 577 x = *cx;
601 { 581 {
602 int lx, ly, sindex; 582 int lx, ly, sindex;
603 583
604 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
605 ly = y + freearr_y[i]; 585 ly = y + freearr_y[i];
606 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
607 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
608 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
609 { 589 {
610 *cx = lx; 590 *cx = lx;
611 *cy = ly; 591 *cy = ly;
619 { 599 {
620 int lx, ly, sindex; 600 int lx, ly, sindex;
621 601
622 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
623 ly = y + freearr_y[i]; 603 ly = y + freearr_y[i];
624 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
625 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
626 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)
627 { 607 {
628 *cx = lx; 608 *cx = lx;
629 *cy = ly; 609 *cy = ly;
636 { 616 {
637 int lx, ly, sindex; 617 int lx, ly, sindex;
638 618
639 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
640 ly = y + freearr_y[i]; 620 ly = y + freearr_y[i];
641 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
642 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
643 if (sindex) 623 if (sindex)
644 { 624 {
645 *cx = lx; 625 *cx = lx;
646 *cy = ly; 626 *cy = ly;
647 return; 627 return;
648 } 628 }
649 } 629 }
650 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
652 632
653 if (i != -1) 633 if (i != -1)
654 { 634 {
655 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
661 *cx = -1; 641 *cx = -1;
662 *cy = -1; 642 *cy = -1;
663 } 643 }
664} 644}
665 645
666void 646static void
667remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
668{ 648{
669 object *tmp;
670
671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 650 {
674 if (tmp->head) 651 object *next = tmp->above;
675 tmp = tmp->head; 652
676 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
677 tmp->destroy (); 654 tmp->head_ ()->destroy ();
678 tmp = GET_MAP_OB (map, x, y); 655
679 if (tmp == NULL) 656 tmp = next;
680 break;
681 }; 657 }
682} 658}
683 659
684/* 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
685 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
686 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
687object ** 663static object **
688surround_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)
689{ 665{
690 int i; 666 int i;
691 char *doors[2]; 667 const char *doors[2];
692 object **doorlist; 668 object **doorlist;
693 int ndoors_made = 0; 669 int ndoors_made = 0;
694 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 */
695 671
696 /* 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 */
708 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
709 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
710 { 686 {
711 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
712 688
713 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
714 { /* place a door */ 690 { /* place a door */
715 remove_monsters (x1, y1, map); 691 remove_monsters (x1, y1, map);
716 692
717 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]);
718 map->insert (new_door, x1, y1); 694 map->insert (new_door, x1, y1);
719 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
720 ndoors_made++; 696 ndoors_made++;
721 } 697 }
722 } 698 }
723 699
724 return doorlist; 700 return doorlist;
725} 701}
726 702
727
728/* 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. */
729object * 704static object *
730door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
731{ 706{
732 object *tmp;
733
734 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)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 709 return tmp;
710
737 return NULL; 711 return NULL;
738} 712}
739 713
740
741/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
742void 715static void
743find_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)
744{ 717{
745 int i, j; 718 int i, j;
746 object *door; 719 object *door;
747 720
748 /* bounds check x and y */ 721 /* bounds check x and y */
749 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
750 return; 723 return;
751 724
752 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
753 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
754 return; 727 return;
755 728
756 /* check off this point */ 729 /* check off this point */
757 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
758 { /* there could be a door here */ 731 { /* there could be a door here */
759 layout[x][y] = 1; 732 maze[x][y] = 1;
760 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
761 if (door) 734 if (door)
762 { 735 {
763 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
764 if (*ndoors > 1022) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
765 { 739 {
766 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");
767 return; 741 return;
768 } 742 }
770 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
771 } 745 }
772 } 746 }
773 else 747 else
774 { 748 {
775 layout[x][y] = 1; 749 maze[x][y] = 1;
750
776 /* 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 */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 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);
779 } 756 }
780} 757}
781 758
782/* 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. */
783object ** 760static object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
785{ 762{
786 char **layout2;
787 object **doorlist;
788 int i, j; 763 int i, j;
789 int ndoors = 0; 764 int ndoors = 0;
790 765
791 doorlist = (object **) calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
792 767
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 768 layout layout2 (map->width, map->height);
769 layout2.clear ();
770
794 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
799 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
803 }
804 775
805 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
807 778
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 779 return doorlist;
814} 780}
815
816
817 781
818/* 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
819 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
820 784static void
821void
822lock_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)
823{ 786{
824 object *door; 787 object *door;
825 int i; 788 int i;
826 789
827 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
828 791
829 if (opts & DOORED) 792 if (opts & DOORED)
830 { 793 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
832 { 795 {
833 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
834 char keybuf[1024];
835 797
836 door = doorlist[i]; 798 door = doorlist[i];
837 new_door->face = door->face; 799 new_door->face = door->face;
838 new_door->x = door->x; 800 new_door->x = door->x;
839 new_door->y = door->y; 801 new_door->y = door->y;
840 door->remove ();
841 door->destroy (); 802 door->destroy ();
842 doorlist[i] = new_door; 803 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
845 new_door->slaying = keybuf;
846 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);
847 } 807 }
848 } 808 }
849 809
850 /* 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. */
851 if (opts & HIDDEN) 811 if (opts & HIDDEN)
860 { 820 {
861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
865 door->face = wallface->face; 826 door->face = wallface->face;
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
867 wallface->remove ();
868 wallface->destroy (); 828 wallface->destroy ();
869 } 829 }
870 } 830 }
871 } 831 }
872} 832}

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