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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.67 by root, Sat Nov 17 23:40:02 2018 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
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
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 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>
23*/ 24 */
24 25
25/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
26 27
27
28
29#include <global.h> 28#include <global.h>
30#include <random_map.h> 29#include <rmg.h>
31#include <rproto.h> 30#include <rproto.h>
32 31
33/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
34 33
35#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. */
43#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 */
44 43
45#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 45#define PASS_DOORS 1
47 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}
48 175
49/* 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
50 * and doors but not monsters. 177 * and doors but not monsters.
51 * This function is not map tile aware. 178 * This function is not map tile aware.
52 */ 179 */
53
54int 180int
55wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
56{ 182{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 184 return 1;
185
186 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 188}
64 189
65/* place treasures in the map, given the 190/* place treasures in the map, given the
66map, (required) 191map, (required)
67layout, (required) 192maze, (required)
68treasure 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.)
69treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
70*/ 195*/
71
72void 196void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 198{
75 char styledirname[1024];
76 char stylefilepath[1024];
77 maptile *style_map = 0;
78 int num_treasures; 199 int num_treasures;
79 200
80 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 202 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
83 return; 204 return;
205
84 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 208
87 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 211 {
90 if (RANDOM () % 2) 212 if (rmg_rndm (2))
91 treasureoptions -= 1; 213 treasureoptions -= 1;
92 else 214 else
93 treasureoptions -= 2; 215 treasureoptions -= 2;
94 } 216 }
95 217
96 /* pick the number of treasures */ 218 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
98 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);
99 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
100 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);
101 else 223 else
102 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);
103 225
104 if (num_treasures <= 0) 226 if (num_treasures <= 0)
105 return; 227 return;
106 228
107 /* get the style map */ 229 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
110 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 }
111 237
112 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
114 { 240 {
115
116 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
118 { 243 {
119 case LAYOUT_ONION: 244 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
125 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
126 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
127 { 252 {
128 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
129 { 254 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
131 { 256 {
132 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 258 object *chest;
135 259
136 if (tdiv == 3) 260 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
138 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
139 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
140 if (!chest) 266 if (!chest)
141 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
142 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
143 { 270 {
144 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 273 free (doorlist);
147 } 274 }
148 } 275 }
149 } 276 }
150 } 277 }
151 break; 278 break;
152 } 279 }
280
153 default: 281 default:
154 { 282 {
155 int i, j, tries; 283 int i, j, tries;
156 object *chest; 284 object *chest;
157 object **doorlist; 285 object **doorlist;
158 286
159 i = j = -1; 287 i = j = -1;
160 tries = 0; 288 tries = 0;
161 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
162 { 290 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
165 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
166 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
167 i = -1; 297 i = -1;
298
168 tries++; 299 tries++;
169 } 300 }
301
170 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
171 if (!chest) 304 if (!chest)
172 return; 305 return;
306
173 i = chest->x; 307 i = chest->x;
174 j = chest->y; 308 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
176 { 310 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
178 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
179 free (doorlist); 313 free (doorlist);
180 } 314 }
181 } 315 }
182 } 316 }
183 } 317 }
184 else 318 else
185 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
186 int ti, i, j; 320 int ti, i, j;
187 321
188 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
189 { 323 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 327 }
194 } 328 }
195} 329}
196 330
197/* 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
198 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,
199 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 */
200 334static object *
201object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 335place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 336{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 338
209 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
210 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
211 if (i == -1) 341 if (i == -1)
212 { 342 {
213 the_chest->destroy (); 343 the_chest->destroy ();
214 return NULL; 344 return NULL;
215 } 345 }
216 xl = x + freearr_x[i]; 346
217 yl = y + freearr_y[i]; 347 int xl = x + DIRX (i);
348 int yl = y + DIRY (i);
218 349
219 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
221 return 0; 352 return 0;
222 353
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 361
231 if (tlist != NULL) 362 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 364 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
235 366
236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
237 } 368 }
238 else 369 else
239 { /* use the style map */ 370 { /* use the style map */
240 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
242 } 373 }
243#endif 374#endif
244 { /* neither style_map no treasure list given */ 375 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 376 treasurelist *tlist = treasurelist::find ("chest");
246 377
247 the_chest->randomitems = tlist; 378 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 379 the_chest->stats.hp = n_treasures;
249 } 380 }
250 381
251 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
252 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
253 { 384 {
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
255 object *the_trap;
256 386
257 if (trap_map) 387 if (trap_map)
258 { 388 {
259 the_trap = pick_random_object (trap_map); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
260 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
262 if (the_trap) 394 if (the_trap)
263 { 395 {
264 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
265 397
266 new_trap = arch_to_object (the_trap->arch);
267 new_trap->copy_to (the_trap);
268 new_trap->x = x; 398 new_trap->x = x;
269 new_trap->y = y; 399 new_trap->y = y;
270 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
271 } 401 }
272 } 402 }
273 } 403 }
274 404
275 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
276 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
277 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 409 {
281 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
282
283 sprintf (keybuf, "%d", (int) RANDOM ());
284 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
286 } 412 }
287 413
288 /* actually place the chest. */ 414 /* actually place the chest. */
289 the_chest->x = xl; 415 the_chest->x = xl;
290 the_chest->y = yl; 416 the_chest->y = yl;
291 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
292 return the_chest; 418 return the_chest;
293} 419}
294 420
295
296/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
297 or walls */ 422static object *
298object *
299find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
300{ 424{
301 int i; 425 int i;
302 426
303 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
304 { 428 {
305 int lx, ly; 429 int lx, ly;
306 430
307 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
308 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
309 /* boundscheck */ 433 /* boundscheck */
310 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
311 /* 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. */
312 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
313 { 437 {
314 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
315 439
316 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
317 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
318 return the_monster; 444 return the_monster;
319 } 445 }
320 } 446 }
321 return NULL; 447 return NULL;
322} 448}
323 449
324
325
326/* places keys in the map, preferably in something alive.
327 keycode is the key's code,
328 door_flag is either PASS_DOORS or NO_PASS_DOORS.
329 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
330 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332
333 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door.
335*/
336
337int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{
340 int i, j;
341 int kx, ky;
342 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key;
344
345 /* get a key and set its keycode */
346 the_key = get_archetype ("key2");
347 the_key->slaying = keycode;
348
349 if (door_flag == PASS_DOORS)
350 {
351 int tries = 0;
352
353 the_keymaster = NULL;
354 while (tries < 15 && the_keymaster == NULL)
355 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP);
360 }
361 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL)
363 {
364 int freeindex;
365
366 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky);
372 }
373 if (freeindex != -1)
374 {
375 kx += freearr_x[freeindex];
376 ky += freearr_y[freeindex];
377 }
378 }
379 }
380 else
381 { /* NO_PASS_DOORS --we have to work harder. */
382 /* don't try to keyplace if we're sitting on a blocked square and
383 NO_PASS_DOORS is set. */
384 if (n_keys == 1)
385 {
386 if (wall_blocked (map, x, y))
387 return 0;
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* 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 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
408 return 1;
409 }
410 }
411
412 if (the_keymaster == NULL)
413 {
414 the_key->x = kx;
415 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1;
418 }
419
420 insert_ob_in_ob (the_key, the_keymaster);
421 return 1;
422}
423
424
425
426/* 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. */
427 451
428object *theMonsterToFind; 452static object *theMonsterToFind;
429 453
430/* 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.
431 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 */
432 456static object *
433object *
434find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 457find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
435{ 458{
436 int i, j; 459 int i, j;
437 460
438 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
439 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
440 return theMonsterToFind; 463 return theMonsterToFind;
441 464
442 /* bounds check x and y */ 465 /* bounds check x and y */
443 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
444 return theMonsterToFind; 467 return theMonsterToFind;
445 468
446 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
447 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
448 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
449 472
450 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
451 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
452 layout[x][y] = 1; 475 maze[x][y] = 1;
453 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
454 { 477 {
455 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
456 479
457 /* check off this point */ 480 /* check off this point */
458 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);
459 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
460 { 483 {
461 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
462 return theMonsterToFind; 485 return theMonsterToFind;
463 } 486 }
464 } 487 }
465 488
466 /* 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 */
467 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++)
468 { 491 {
469 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));
470 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
471 return theMonsterToFind; 494 return theMonsterToFind;
472 } 495 }
496
473 return theMonsterToFind; 497 return theMonsterToFind;
474} 498}
475
476 499
477/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
478 real work. */ 501 real work. */
479 502static object *
480object *
481find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
482{ 504{
483 char **layout2; 505 layout layout2 (map->width, map->height);
484 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;
485 511
486 theMonsterToFind = 0; 512 theMonsterToFind = 0;
487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
488 /* allocate and copy the layout, converting C to 0. */
489 for (i = 0; i < RP->Xsize; i++)
490 {
491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
492 for (j = 0; j < RP->Ysize; j++)
493 {
494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
497 }
498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
499
500 /* deallocate the temp. layout */
501 for (i = 0; i < RP->Xsize; i++)
502 {
503 free (layout2[i]);
504 }
505 free (layout2);
506 514
507 return theMonsterToFind; 515 return theMonsterToFind;
508} 516}
509
510
511
512
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x;
515int *room_free_spots_y;
516int number_of_free_spots_in_room;
517 517
518/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
519a 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
520that datastructure. */ 520that datastructure. */
521 521static void
522void 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 523{
525 int i, j;
526
527 /* bounds check x and y */ 524 /* bounds check x and y */
528 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
529 return; 526 return;
530 527
531 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
532 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
533 return; 530 return;
534 531
535 /* 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.
536 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
537 /* check off this point */ 534 /* check off this point */
538 layout[x][y] = 1; 535 maze[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
540 room_free_spots_y[number_of_free_spots_in_room] = y; 537
541 number_of_free_spots_in_room++;
542 /* 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 */
543 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++)
544 { 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 541
548} 542}
549 543
550/* 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. */
551void 545static void
552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 546find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
553{ 547{
554 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
555 int i, j;
556 549
557 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560 551
561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
562 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
564 { 554 for (int j = 0; j < map->height; j++)
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
566 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#';
570 }
571 }
572 556
573 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
575 559
576 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
577 {
578 i = RANDOM () % number_of_free_spots_in_room;
579 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i];
581 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
582 563
583 /* deallocate the temp. layout */ 564 *kx = p.x;
584 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
585 { 566 }
586 free (layout2[i]);
587 }
588 free (layout2);
589 free (room_free_spots_x);
590 free (room_free_spots_y);
591} 567}
592
593 568
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
597 572static void
598void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
600{ 574{
601 int x, y; 575 int x, y;
602 int i; 576 int i;
603 577
604 x = *cx; 578 x = *cx;
606 580
607 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
608 { 582 {
609 int lx, ly, sindex; 583 int lx, ly, sindex;
610 584
611 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
612 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
613 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
614 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
615 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
616 { 590 {
617 *cx = lx; 591 *cx = lx;
618 *cy = ly; 592 *cy = ly;
624 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
625 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
626 { 600 {
627 int lx, ly, sindex; 601 int lx, ly, sindex;
628 602
629 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
630 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
631 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
632 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
633 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)
634 { 608 {
635 *cx = lx; 609 *cx = lx;
636 *cy = ly; 610 *cy = ly;
641 /* settle for one surround point */ 615 /* settle for one surround point */
642 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
643 { 617 {
644 int lx, ly, sindex; 618 int lx, ly, sindex;
645 619
646 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
647 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
648 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
649 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
650 if (sindex) 624 if (sindex)
651 { 625 {
652 *cx = lx; 626 *cx = lx;
653 *cy = ly; 627 *cy = ly;
654 return; 628 return;
655 } 629 }
656 } 630 }
657 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
658 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);
659 if (i != -1 && i <= SIZEOFFREE1) 633
660 { 634 if (i != -1)
661 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i];
663 return;
664 } 635 {
636 *cx = x + DIRX (i);
637 *cy = y + DIRY (i);
638 }
639 else
640 {
665 /* indicate failure */ 641 /* indicate failure */
642 *cx = -1;
666 *cx = *cy = -1; 643 *cy = -1;
644 }
667} 645}
668 646
669 647static void
670void
671remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
672{ 649{
673 object *tmp; 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
674
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 651 {
678 if (tmp->head) 652 object *next = tmp->above;
679 tmp = tmp->head; 653
680 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
681 tmp->destroy (); 655 tmp->head_ ()->destroy ();
682 tmp = GET_MAP_OB (map, x, y); 656
683 if (tmp == NULL) 657 tmp = next;
684 break;
685 }; 658 }
686} 659}
687
688 660
689/* 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
690 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
691 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
692 664static object **
693object **
694surround_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)
695{ 666{
696 int i; 667 int i;
697 char *doors[2]; 668 const char *doors[2];
698 object **doorlist; 669 object **doorlist;
699 int ndoors_made = 0; 670 int ndoors_made = 0;
700 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 */
701 672
702 /* 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 */
712 } 683 }
713 684
714 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
716 { 687 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
718 689
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
720 { /* place a door */ 691 { /* place a door */
692 remove_monsters (x1, y1, map);
693
721 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]);
722 695 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 697 ndoors_made++;
729 } 698 }
730 } 699 }
700
731 return doorlist; 701 return doorlist;
732} 702}
733 703
734
735/* 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. */
736object * 705static object *
737door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
738{ 707{
739 object *tmp;
740
741 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)
742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp; 710 return tmp;
711
744 return NULL; 712 return NULL;
745} 713}
746 714
747
748/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
749void 716static void
750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 717find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
751{ 718{
752 int i, j; 719 int i, j;
753 object *door; 720 object *door;
754 721
755 /* bounds check x and y */ 722 /* bounds check x and y */
756 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
757 return; 724 return;
758 725
759 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
760 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
761 return; 728 return;
762 729
763 /* check off this point */ 730 /* check off this point */
764 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
765 { /* there could be a door here */ 732 { /* there could be a door here */
766 layout[x][y] = 1; 733 maze[x][y] = 1;
767 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
768 if (door) 735 if (door)
769 { 736 {
770 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
771 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
772 { 740 {
773 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");
774 return; 742 return;
775 } 743 }
777 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
778 } 746 }
779 } 747 }
780 else 748 else
781 { 749 {
782 layout[x][y] = 1; 750 maze[x][y] = 1;
751
783 /* 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 */
784 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++)
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 754 find_doors_in_room_recursive (maze, map,
755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
756 doorlist, ndoors);
786 } 757 }
787} 758}
788 759
789/* 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. */
790object ** 761static object **
791find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
792{ 763{
793 char **layout2;
794 object **doorlist;
795 int i, j; 764 int i, j;
796 int ndoors = 0; 765 int ndoors = 0;
797 766
798 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 768
800 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
801 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
802 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
803 {
804 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
805 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
806 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
807 if (wall_blocked (map, i, j))
808 layout2[i][j] = '#';
809 }
810 }
811 776
812 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
814 779
815 /* deallocate the temp. layout */
816 for (i = 0; i < RP->Xsize; i++)
817 free (layout2[i]);
818
819 free (layout2);
820 return doorlist; 780 return doorlist;
821} 781}
822
823
824 782
825/* 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
826 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
827 785static void
828void
829lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 786lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
830{ 787{
831 object *door; 788 object *door;
832 int i; 789 int i;
833 790
834 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
835 792
836 if (opts & DOORED) 793 if (opts & DOORED)
837 { 794 {
838 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
839 { 796 {
840 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
841 char keybuf[1024];
842 798
843 door = doorlist[i]; 799 door = doorlist[i];
844 new_door->face = door->face; 800 new_door->face = door->face;
845 new_door->x = door->x; 801 new_door->x = door->x;
846 new_door->y = door->y; 802 new_door->y = door->y;
847 door->remove ();
848 door->destroy (); 803 door->destroy ();
849 doorlist[i] = new_door; 804 doorlist[i] = new_door;
850 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
851 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
852 new_door->slaying = keybuf;
853 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);
854 } 808 }
855 } 809 }
856 810
857 /* 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. */
858 if (opts & HIDDEN) 812 if (opts & HIDDEN)
867 { 821 {
868 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
872 door->face = wallface->face; 827 door->face = wallface->face;
873 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
874 wallface->remove ();
875 wallface->destroy (); 829 wallface->destroy ();
876 } 830 }
877 } 831 }
878 } 832 }
879} 833}

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