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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.10 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.67 by root, Sat Nov 17 23:40:02 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
25 27
26
27
28#include <global.h> 28#include <global.h>
29#include <random_map.h> 29#include <rmg.h>
30#include <rproto.h> 30#include <rproto.h>
31 31
32/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
33 33
34#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 34#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
42#define LAST_OPTION 64 /* set this to the last real option, for random */ 42#define LAST_OPTION 64 /* set this to the last real option, for random */
43 43
44#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 45#define PASS_DOORS 1
46 46
47static object *find_closest_monster (maptile *map, int x, int y);
48static object *find_monster_in_room (maptile *map, int x, int y);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (map->width - 2) + 1;
99 j = rmg_rndm (map->height - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (map->width - 2) + 1;
113 ky = rmg_rndm (map->height - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += DIRX (freeindex);
121 ky += DIRY (freeindex);
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
47 175
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters. 177 * and doors but not monsters.
50 * This function is not map tile aware. 178 * This function is not map tile aware.
51 */ 179 */
52
53int 180int
54wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
55{ 182{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 184 return 1;
185
186 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 188}
63 189
64/* place treasures in the map, given the 190/* place treasures in the map, given the
65map, (required) 191map, (required)
66layout, (required) 192maze, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
69*/ 195*/
70
71void 196void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 197place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 198{
74 char styledirname[256];
75 char stylefilepath[256];
76 maptile *style_map = 0;
77 int num_treasures; 199 int num_treasures;
78 200
79 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 202 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
82 return; 204 return;
205
83 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
85 208
86 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 211 {
89 if (RANDOM () % 2) 212 if (rmg_rndm (2))
90 treasureoptions -= 1; 213 treasureoptions -= 1;
91 else 214 else
92 treasureoptions -= 2; 215 treasureoptions -= 2;
93 } 216 }
94 217
95 /* pick the number of treasures */ 218 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else 223 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
102 225
103 if (num_treasures <= 0) 226 if (num_treasures <= 0)
104 return; 227 return;
105 228
106 /* get the style map */ 229 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
109 style_map = find_style (styledirname, treasure_style, -1); 232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
110 237
111 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
113 { 240 {
114
115 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
117 { 243 {
118 case ONION_LAYOUT: 244 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 245 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 246 case LAYOUT_SQUARE_SPIRAL:
121 { 247 {
122 int i, j; 248 int i, j;
123 249
124 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
126 { 252 {
127 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
128 { 254 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
130 { 256 {
131 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 258 object *chest;
134 259
135 if (tdiv == 3) 260 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
137 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
139 if (!chest) 266 if (!chest)
140 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
141 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
142 { 270 {
143 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 273 free (doorlist);
146 } 274 }
147 } 275 }
148 } 276 }
149 } 277 }
150 break; 278 break;
151 } 279 }
280
152 default: 281 default:
153 { 282 {
154 int i, j, tries; 283 int i, j, tries;
155 object *chest; 284 object *chest;
156 object **doorlist; 285 object **doorlist;
157 286
158 i = j = -1; 287 i = j = -1;
159 tries = 0; 288 tries = 0;
160 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
161 { 290 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
164 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
165 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
166 i = -1; 297 i = -1;
298
167 tries++; 299 tries++;
168 } 300 }
301
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 302 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
303
170 if (!chest) 304 if (!chest)
171 return; 305 return;
306
172 i = chest->x; 307 i = chest->x;
173 j = chest->y; 308 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
175 { 310 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 313 free (doorlist);
179 } 314 }
180 } 315 }
181 } 316 }
182 } 317 }
183 else 318 else
184 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
185 int ti, i, j; 320 int ti, i, j;
186 321
187 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
188 { 323 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 327 }
193 } 328 }
194} 329}
195
196
197 330
198/* put a chest into the map, near x and y, with the treasure style 331/* 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, 332 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 */ 333 if the global variable "treasurestyle" is set to that treasure list's name */
201 334static object *
202object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 335place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 336{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 338
210 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 340 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 341 if (i == -1)
213 { 342 {
214 the_chest->destroy (); 343 the_chest->destroy ();
215 return NULL; 344 return NULL;
216 } 345 }
217 xl = x + freearr_x[i]; 346
218 yl = y + freearr_y[i]; 347 int xl = x + DIRX (i);
348 int yl = y + DIRY (i);
219 349
220 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
222 return 0; 352 return 0;
223
224 353
225 /* put the treasures in the chest. */ 354 /* put the treasures in the chest. */
226 /* if(style_map) { */ 355 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 356#if 0 /* don't use treasure style maps for now! */
228 int ti; 357 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 361
233 if (tlist != NULL) 362 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 364 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 366
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
239 } 368 }
240 else 369 else
241 { /* use the style map */ 370 { /* use the style map */
242 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
244 } 373 }
245#endif 374#endif
246 else
247 { /* neither style_map no treasure list given */ 375 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 376 treasurelist *tlist = treasurelist::find ("chest");
249 377
250 the_chest->randomitems = tlist; 378 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 379 the_chest->stats.hp = n_treasures;
252 } 380 }
253 381
254 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
256 { 384 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
258 object *the_trap;
259 386
260 if (trap_map) 387 if (trap_map)
261 { 388 {
262 the_trap = pick_random_object (trap_map); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
263 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
265 if (the_trap) 394 if (the_trap)
266 { 395 {
267 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 397
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 398 new_trap->x = x;
272 new_trap->y = y; 399 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
274 } 401 }
275 } 402 }
276 } 403 }
277 404
278 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 406 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 409 {
284 char keybuf[256]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
289 } 412 }
290 413
291 /* actually place the chest. */ 414 /* actually place the chest. */
292 the_chest->x = xl; 415 the_chest->x = xl;
293 the_chest->y = yl; 416 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest; 418 return the_chest;
296} 419}
297 420
298
299/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
300 or walls */ 422static object *
301object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP) 423find_closest_monster (maptile *map, int x, int y)
303{ 424{
304 int i; 425 int i;
305 426
306 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
307 { 428 {
308 int lx, ly; 429 int lx, ly;
309 430
310 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
311 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
312 /* boundscheck */ 433 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
314 /* don't bother searching this square unless the map says life exists. */ 435 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 437 {
317 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
318 439
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 440 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
441 ;
442
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
321 return the_monster; 444 return the_monster;
322 } 445 }
323 } 446 }
324 return NULL; 447 return NULL;
325} 448}
326 449
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339
340int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
342{
343 int i, j;
344 int kx, ky;
345 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key;
347
348 /* get a key and set its keycode */
349 the_key = get_archetype ("key2");
350 the_key->slaying = keycode;
351
352 if (door_flag == PASS_DOORS)
353 {
354 int tries = 0;
355
356 the_keymaster = NULL;
357 while (tries < 15 && the_keymaster == NULL)
358 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1;
361 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP);
363 }
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky);
375 }
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
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. */ 450/* both find_monster_in_room routines need to have access to this. */
430 451
431object *theMonsterToFind; 452static object *theMonsterToFind;
432 453
433/* a recursive routine which will return a monster, eventually,if there is one. 454/* 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 */ 455 it does a check-off on the maze, converting 0's to 1's */
435 456static object *
436object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) 457find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
438{ 458{
439 int i, j; 459 int i, j;
440 460
441 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
443 return theMonsterToFind; 463 return theMonsterToFind;
444 464
445 /* bounds check x and y */ 465 /* bounds check x and y */
446 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
447 return theMonsterToFind; 467 return theMonsterToFind;
448 468
449 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
450 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
451 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
452 472
453 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 475 maze[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 477 {
458 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
459 479
460 /* check off this point */ 480 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 481 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
463 { 483 {
464 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
465 return theMonsterToFind; 485 return theMonsterToFind;
466 } 486 }
467 } 487 }
468 488
469 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* 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++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
471 { 491 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
473 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
474 return theMonsterToFind; 494 return theMonsterToFind;
475 } 495 }
496
476 return theMonsterToFind; 497 return theMonsterToFind;
477} 498}
478
479 499
480/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
481 real work. */ 501 real work. */
482 502static object *
483object *
484find_monster_in_room (maptile *map, int x, int y, RMParms * RP) 503find_monster_in_room (maptile *map, int x, int y)
485{ 504{
486 char **layout2; 505 layout layout2 (map->width, map->height);
487 int i, j; 506
507 // find walls
508 for (int i = 0; i < layout2.w; i++)
509 for (int j = 0; j < layout2.h; j++)
510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
488 511
489 theMonsterToFind = 0; 512 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); 513 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);
509 514
510 return theMonsterToFind; 515 return theMonsterToFind;
511} 516}
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;
520 517
521/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 519a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 520that datastructure. */
524 521static void
525void 522find_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, RMParms * RP)
527{ 523{
528 int i, j;
529
530 /* bounds check x and y */ 524 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
532 return; 526 return;
533 527
534 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
536 return; 530 return;
537 531
538 /* set the current square as checked, and add it to the list. 532 /* set the current square as checked, and add it to the list.
539 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
540 /* check off this point */ 534 /* check off this point */
541 layout[x][y] = 1; 535 maze[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
543 room_free_spots_y[number_of_free_spots_in_room] = y; 537
544 number_of_free_spots_in_room++;
545 /* now search all the 8 squares around recursively for free spots,in random order */ 538 /* 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++) 539 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
547 { 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 541
551} 542}
552 543
553/* find a random non-blocked spot in this room to drop a key. */ 544/* find a random non-blocked spot in this room to drop a key. */
554void 545static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) 546find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
556{ 547{
557 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 549
560 number_of_free_spots_in_room = 0; 550 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);
563 551
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
567 { 554 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 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 }
575 556
576 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
578 559
579 if (number_of_free_spots_in_room > 0) 560 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 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
585 563
586 /* deallocate the temp. layout */ 564 *kx = p.x;
587 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
588 { 566 }
589 free (layout2[i]);
590 }
591 free (layout2);
592 free (room_free_spots_x);
593 free (room_free_spots_y);
594} 567}
595
596 568
597/* searches the map for a spot with walls around it. The more 569/* 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 570 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.*/ 571 it'll return 0 if no FREE spots are found.*/
600 572static void
601void
602find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
603{ 574{
604 int x, y; 575 int x, y;
605 int i; 576 int i;
606 577
607 x = *cx; 578 x = *cx;
609 580
610 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
611 { 582 {
612 int lx, ly, sindex; 583 int lx, ly, sindex;
613 584
614 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
615 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
616 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
617 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 { 590 {
620 *cx = lx; 591 *cx = lx;
621 *cy = ly; 592 *cy = ly;
627 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
628 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
629 { 600 {
630 int lx, ly, sindex; 601 int lx, ly, sindex;
631 602
632 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
633 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
634 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
635 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 607 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
637 { 608 {
638 *cx = lx; 609 *cx = lx;
639 *cy = ly; 610 *cy = ly;
644 /* settle for one surround point */ 615 /* settle for one surround point */
645 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
646 { 617 {
647 int lx, ly, sindex; 618 int lx, ly, sindex;
648 619
649 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
650 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
651 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
652 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex) 624 if (sindex)
654 { 625 {
655 *cx = lx; 626 *cx = lx;
656 *cy = ly; 627 *cy = ly;
657 return; 628 return;
658 } 629 }
659 } 630 }
660 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 633
663 { 634 if (i != -1)
664 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i];
666 return;
667 } 635 {
636 *cx = x + DIRX (i);
637 *cy = y + DIRY (i);
638 }
639 else
640 {
668 /* indicate failure */ 641 /* indicate failure */
642 *cx = -1;
669 *cx = *cy = -1; 643 *cy = -1;
644 }
670} 645}
671 646
672 647static void
673void
674remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
675{ 649{
676 object *tmp; 650 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 { 651 {
681 if (tmp->head) 652 object *next = tmp->above;
682 tmp = tmp->head; 653
683 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
684 tmp->destroy (); 655 tmp->head_ ()->destroy ();
685 tmp = GET_MAP_OB (map, x, y); 656
686 if (tmp == NULL) 657 tmp = next;
687 break;
688 }; 658 }
689} 659}
690
691 660
692/* surrounds the point x,y by doors, so as to enclose something, like 661/* 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 662 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
695 664static object **
696object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 665surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
698{ 666{
699 int i; 667 int i;
700 char *doors[2]; 668 const char *doors[2];
701 object **doorlist; 669 object **doorlist;
702 int ndoors_made = 0; 670 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 671 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 672
705 /* this is a list we pick from, for horizontal and vertical doors */ 673 /* this is a list we pick from, for horizontal and vertical doors */
715 } 683 }
716 684
717 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
719 { 687 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
721 689
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
723 { /* place a door */ 691 { /* place a door */
692 remove_monsters (x1, y1, map);
693
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 694 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
725 695 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; 696 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 697 ndoors_made++;
732 } 698 }
733 } 699 }
700
734 return doorlist; 701 return doorlist;
735} 702}
736 703
737
738/* returns the first door in this square, or NULL if there isn't a door. */ 704/* returns the first door in this square, or NULL if there isn't a door. */
739object * 705static object *
740door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
741{ 707{
742 object *tmp;
743
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 708 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 710 return tmp;
711
747 return NULL; 712 return NULL;
748} 713}
749 714
750
751/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
752void 716static void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 717find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
754{ 718{
755 int i, j; 719 int i, j;
756 object *door; 720 object *door;
757 721
758 /* bounds check x and y */ 722 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
760 return; 724 return;
761 725
762 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
764 return; 728 return;
765 729
766 /* check off this point */ 730 /* check off this point */
767 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
768 { /* there could be a door here */ 732 { /* there could be a door here */
769 layout[x][y] = 1; 733 maze[x][y] = 1;
770 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
771 if (door != NULL) 735 if (door)
772 { 736 {
773 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
774 if (*ndoors > 254) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
775 { 740 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 741 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 742 return;
778 } 743 }
744
779 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
780 } 746 }
781 } 747 }
782 else 748 else
783 { 749 {
784 layout[x][y] = 1; 750 maze[x][y] = 1;
751
785 /* now search all the 8 squares around recursively for free spots,in random order */ 752 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 754 find_doors_in_room_recursive (maze, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
789 } 756 doorlist, ndoors);
790 } 757 }
791} 758}
792 759
793/* find a random non-blocked spot in this room to drop a key. */ 760/* find a random non-blocked spot in this room to drop a key. */
794object ** 761static object **
795find_doors_in_room (maptile *map, int x, int y, RMParms * RP) 762find_doors_in_room (maptile *map, int x, int y)
796{ 763{
797 char **layout2;
798 object **doorlist;
799 int i, j; 764 int i, j;
800 int ndoors = 0; 765 int ndoors = 0;
801 766
802 doorlist = (object **) calloc (sizeof (int), 256); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 768
769 layout layout2 (map->width, map->height);
770 layout2.clear ();
804 771
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
808 {
809 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
810 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
811 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 776
817 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
819 779
820 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]);
824 }
825 free (layout2);
826 return doorlist; 780 return doorlist;
827} 781}
828
829
830 782
831/* locks and/or hides all the doors in doorlist, or does nothing if 783/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
833 785static void
834void
835lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) 786lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 787{
837 object *door; 788 object *door;
838 int i; 789 int i;
839 790
840 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
841 792
842 if (opts & DOORED) 793 if (opts & DOORED)
843 { 794 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
845 { 796 {
846 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
847 char keybuf[256];
848 798
849 door = doorlist[i]; 799 door = doorlist[i];
850 new_door->face = door->face; 800 new_door->face = door->face;
851 new_door->x = door->x; 801 new_door->x = door->x;
852 new_door->y = door->y; 802 new_door->y = door->y;
853 door->remove ();
854 door->destroy (); 803 door->destroy ();
855 doorlist[i] = new_door; 804 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
858 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 807 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
860 } 808 }
861 } 809 }
862 810
863 /* change the faces of the doors and surrounding walls to hide them. */ 811 /* change the faces of the doors and surrounding walls to hide them. */
864 if (opts & HIDDEN) 812 if (opts & HIDDEN)
873 { 821 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
878 door->face = wallface->face; 827 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
880 wallface->remove ();
881 wallface->destroy (); 829 wallface->destroy ();
882 } 830 }
883 } 831 }
884 } 832 }
885} 833}

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