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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 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 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
8 8 *
9 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
10 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
11 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
12 (at your option) any later version. 12 * option) any later version.
13 13 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 17 * GNU General Public License for more details.
18 18 *
19 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
20 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
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
22 22 *
23 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>
24*/ 24 */
25 25
26/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
27 27
28
29
30#include <global.h> 28#include <global.h>
31#include <random_map.h> 29#include <rmg.h>
32#include <rproto.h> 30#include <rproto.h>
33 31
34/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
35 33
36#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. */
44#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 */
45 43
46#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 45#define PASS_DOORS 1
48 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}
49 175
50/* 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
51 * and doors but not monsters. 177 * and doors but not monsters.
52 * This function is not map tile aware. 178 * This function is not map tile aware.
53 */ 179 */
54
55int 180int
56wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
57{ 182{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 184 return 1;
185
186 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 188}
65 189
66/* place treasures in the map, given the 190/* place treasures in the map, given the
67map, (required) 191map, (required)
68layout, (required) 192maze, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
71*/ 195*/
72
73void 196void
74place_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)
75{ 198{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 199 int num_treasures;
80 200
81 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 202 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
84 return; 204 return;
205
85 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
87 208
88 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 211 {
91 if (RANDOM () % 2) 212 if (rmg_rndm (2))
92 treasureoptions -= 1; 213 treasureoptions -= 1;
93 else 214 else
94 treasureoptions -= 2; 215 treasureoptions -= 2;
95 } 216 }
96 217
97 /* pick the number of treasures */ 218 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
101 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);
102 else 223 else
103 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);
104 225
105 if (num_treasures <= 0) 226 if (num_treasures <= 0)
106 return; 227 return;
107 228
108 /* get the style map */ 229 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
111 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 }
112 237
113 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
115 { 240 {
116
117 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
118 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
119 { 243 {
120 case LAYOUT_ONION: 244 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
126 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
127 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
128 { 252 {
129 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
130 { 254 {
131 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
132 { 256 {
133 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest; 258 object *chest;
136 259
137 if (tdiv == 3) 260 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
139 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
140 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
141 if (!chest) 266 if (!chest)
142 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
143 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
144 { 270 {
145 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist); 273 free (doorlist);
148 } 274 }
149 } 275 }
150 } 276 }
151 } 277 }
152 break; 278 break;
153 } 279 }
280
154 default: 281 default:
155 { 282 {
156 int i, j, tries; 283 int i, j, tries;
157 object *chest; 284 object *chest;
158 object **doorlist; 285 object **doorlist;
159 286
160 i = j = -1; 287 i = j = -1;
161 tries = 0; 288 tries = 0;
162 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
163 { 290 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
166 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
167 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
168 i = -1; 297 i = -1;
298
169 tries++; 299 tries++;
170 } 300 }
301
171 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
172 if (!chest) 304 if (!chest)
173 return; 305 return;
306
174 i = chest->x; 307 i = chest->x;
175 j = chest->y; 308 j = chest->y;
176 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
177 { 310 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
179 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
180 free (doorlist); 313 free (doorlist);
181 } 314 }
182 } 315 }
183 } 316 }
184 } 317 }
185 else 318 else
186 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
187 int ti, i, j; 320 int ti, i, j;
188 321
189 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
190 { 323 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 327 }
195 } 328 }
196} 329}
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, random_map_params *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;
223 353
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 361
232 if (tlist != NULL) 362 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 364 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
236 366
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
238 } 368 }
239 else 369 else
240 { /* use the style map */ 370 { /* use the style map */
241 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
243 } 373 }
244#endif 374#endif
245 { /* neither style_map no treasure list given */ 375 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 376 treasurelist *tlist = treasurelist::find ("chest");
247 377
248 the_chest->randomitems = tlist; 378 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 379 the_chest->stats.hp = n_treasures;
250 } 380 }
251 381
252 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
253 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
254 { 384 {
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
256 object *the_trap;
257 386
258 if (trap_map) 387 if (trap_map)
259 { 388 {
260 the_trap = pick_random_object (trap_map); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
261 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
263 if (the_trap) 394 if (the_trap)
264 { 395 {
265 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
266 397
267 new_trap = arch_to_object (the_trap->arch);
268 new_trap->copy_to (the_trap);
269 new_trap->x = x; 398 new_trap->x = x;
270 new_trap->y = y; 399 new_trap->y = y;
271 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
272 } 401 }
273 } 402 }
274 } 403 }
275 404
276 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
277 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
278 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 409 {
282 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
283
284 sprintf (keybuf, "%d", (int) RANDOM ());
285 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
287 } 412 }
288 413
289 /* actually place the chest. */ 414 /* actually place the chest. */
290 the_chest->x = xl; 415 the_chest->x = xl;
291 the_chest->y = yl; 416 the_chest->y = yl;
292 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
293 return the_chest; 418 return the_chest;
294} 419}
295 420
296
297/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
298 or walls */ 422static object *
299object *
300find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
301{ 424{
302 int i; 425 int i;
303 426
304 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
305 { 428 {
306 int lx, ly; 429 int lx, ly;
307 430
308 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
309 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
310 /* boundscheck */ 433 /* boundscheck */
311 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
312 /* 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. */
313 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
314 { 437 {
315 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
316 439
317 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
318 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
319 return the_monster; 444 return the_monster;
320 } 445 }
321 } 446 }
322 return NULL; 447 return NULL;
323} 448}
324 449
325
326
327/* places keys in the map, preferably in something alive.
328 keycode is the key's code,
329 door_flag is either PASS_DOORS or NO_PASS_DOORS.
330 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
331 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333
334 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door.
336*/
337
338int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{
341 int i, j;
342 int kx, ky;
343 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key;
345
346 /* get a key and set its keycode */
347 the_key = get_archetype ("key2");
348 the_key->slaying = keycode;
349
350 if (door_flag == PASS_DOORS)
351 {
352 int tries = 0;
353
354 the_keymaster = NULL;
355 while (tries < 15 && the_keymaster == NULL)
356 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1;
359 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP);
361 }
362 /* if we don't find a good keymaster, drop the key on the ground. */
363 if (the_keymaster == NULL)
364 {
365 int freeindex;
366
367 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky);
373 }
374 if (freeindex != -1)
375 {
376 kx += freearr_x[freeindex];
377 ky += freearr_y[freeindex];
378 }
379 }
380 }
381 else
382 { /* NO_PASS_DOORS --we have to work harder. */
383 /* don't try to keyplace if we're sitting on a blocked square and
384 NO_PASS_DOORS is set. */
385 if (n_keys == 1)
386 {
387 if (wall_blocked (map, x, y))
388 return 0;
389 the_keymaster = find_monster_in_room (map, x, y, RP);
390 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 }
393 else
394 {
395 int sum = 0; /* count how many keys we actually place */
396
397 /* I'm lazy, so just try to place in all 4 directions. */
398 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagnoally this time. */
404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 }
409 return 1;
410 }
411 }
412
413 if (the_keymaster == NULL)
414 {
415 the_key->x = kx;
416 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1;
419 }
420
421 insert_ob_in_ob (the_key, the_keymaster);
422 return 1;
423}
424
425
426
427/* 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. */
428 451
429object *theMonsterToFind; 452static object *theMonsterToFind;
430 453
431/* 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.
432 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 */
433 456static object *
434object *
435find_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)
436{ 458{
437 int i, j; 459 int i, j;
438 460
439 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
440 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
441 return theMonsterToFind; 463 return theMonsterToFind;
442 464
443 /* bounds check x and y */ 465 /* bounds check x and y */
444 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
445 return theMonsterToFind; 467 return theMonsterToFind;
446 468
447 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
448 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
449 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
450 472
451 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
452 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
453 layout[x][y] = 1; 475 maze[x][y] = 1;
454 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
455 { 477 {
456 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
457 479
458 /* check off this point */ 480 /* check off this point */
459 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);
460 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
461 { 483 {
462 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
463 return theMonsterToFind; 485 return theMonsterToFind;
464 } 486 }
465 } 487 }
466 488
467 /* 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 */
468 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++)
469 { 491 {
470 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));
471 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
472 return theMonsterToFind; 494 return theMonsterToFind;
473 } 495 }
496
474 return theMonsterToFind; 497 return theMonsterToFind;
475} 498}
476
477 499
478/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
479 real work. */ 501 real work. */
480 502static object *
481object *
482find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
483{ 504{
484 char **layout2; 505 layout layout2 (map->width, map->height);
485 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;
486 511
487 theMonsterToFind = 0; 512 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
500
501 /* deallocate the temp. layout */
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 514
508 return theMonsterToFind; 515 return theMonsterToFind;
509} 516}
510
511
512
513
514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
515int *room_free_spots_x;
516int *room_free_spots_y;
517int number_of_free_spots_in_room;
518 517
519/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
520a 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
521that datastructure. */ 520that datastructure. */
522 521static void
523void 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
525{ 523{
526 int i, j;
527
528 /* bounds check x and y */ 524 /* bounds check x and y */
529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
530 return; 526 return;
531 527
532 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
533 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
534 return; 530 return;
535 531
536 /* 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.
537 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
538 /* check off this point */ 534 /* check off this point */
539 layout[x][y] = 1; 535 maze[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
541 room_free_spots_y[number_of_free_spots_in_room] = y; 537
542 number_of_free_spots_in_room++;
543 /* 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 */
544 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++)
545 { 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
547 }
548 541
549} 542}
550 543
551/* 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. */
552void 545static void
553find_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)
554{ 547{
555 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
556 int i, j;
557 549
558 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
559 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
561 551
562 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
563 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
565 { 554 for (int j = 0; j < map->height; j++)
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
567 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#';
571 }
572 }
573 556
574 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
576 559
577 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
578 {
579 i = RANDOM () % number_of_free_spots_in_room;
580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i];
582 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
583 563
584 /* deallocate the temp. layout */ 564 *kx = p.x;
585 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
586 { 566 }
587 free (layout2[i]);
588 }
589 free (layout2);
590 free (room_free_spots_x);
591 free (room_free_spots_y);
592} 567}
593
594 568
595/* 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
596 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
597 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
598 572static void
599void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
601{ 574{
602 int x, y; 575 int x, y;
603 int i; 576 int i;
604 577
605 x = *cx; 578 x = *cx;
607 580
608 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
609 { 582 {
610 int lx, ly, sindex; 583 int lx, ly, sindex;
611 584
612 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
613 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
614 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
615 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
617 { 590 {
618 *cx = lx; 591 *cx = lx;
619 *cy = ly; 592 *cy = ly;
625 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
626 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
627 { 600 {
628 int lx, ly, sindex; 601 int lx, ly, sindex;
629 602
630 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
631 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
632 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
633 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
634 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)
635 { 608 {
636 *cx = lx; 609 *cx = lx;
637 *cy = ly; 610 *cy = ly;
642 /* settle for one surround point */ 615 /* settle for one surround point */
643 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
644 { 617 {
645 int lx, ly, sindex; 618 int lx, ly, sindex;
646 619
647 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
648 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
649 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
650 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
651 if (sindex) 624 if (sindex)
652 { 625 {
653 *cx = lx; 626 *cx = lx;
654 *cy = ly; 627 *cy = ly;
655 return; 628 return;
656 } 629 }
657 } 630 }
658 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
659 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);
660 if (i != -1 && i <= SIZEOFFREE1) 633
661 { 634 if (i != -1)
662 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i];
664 return;
665 } 635 {
636 *cx = x + DIRX (i);
637 *cy = y + DIRY (i);
638 }
639 else
640 {
666 /* indicate failure */ 641 /* indicate failure */
642 *cx = -1;
667 *cx = *cy = -1; 643 *cy = -1;
644 }
668} 645}
669 646
670 647static void
671void
672remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
673{ 649{
674 object *tmp; 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
675
676 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 651 {
679 if (tmp->head) 652 object *next = tmp->above;
680 tmp = tmp->head; 653
681 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
682 tmp->destroy (); 655 tmp->head_ ()->destroy ();
683 tmp = GET_MAP_OB (map, x, y); 656
684 if (tmp == NULL) 657 tmp = next;
685 break;
686 }; 658 }
687} 659}
688
689 660
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
693 664static object **
694object **
695surround_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)
696{ 666{
697 int i; 667 int i;
698 char *doors[2]; 668 const char *doors[2];
699 object **doorlist; 669 object **doorlist;
700 int ndoors_made = 0; 670 int ndoors_made = 0;
701 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 */
702 672
703 /* 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 */
713 } 683 }
714 684
715 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
717 { 687 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
719 689
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
721 { /* place a door */ 691 { /* place a door */
692 remove_monsters (x1, y1, map);
693
722 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]);
723 695 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 697 ndoors_made++;
730 } 698 }
731 } 699 }
700
732 return doorlist; 701 return doorlist;
733} 702}
734 703
735
736/* 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. */
737object * 705static object *
738door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
739{ 707{
740 object *tmp;
741
742 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)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 710 return tmp;
711
745 return NULL; 712 return NULL;
746} 713}
747 714
748
749/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
750void 716static void
751find_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)
752{ 718{
753 int i, j; 719 int i, j;
754 object *door; 720 object *door;
755 721
756 /* bounds check x and y */ 722 /* bounds check x and y */
757 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
758 return; 724 return;
759 725
760 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
761 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
762 return; 728 return;
763 729
764 /* check off this point */ 730 /* check off this point */
765 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
766 { /* there could be a door here */ 732 { /* there could be a door here */
767 layout[x][y] = 1; 733 maze[x][y] = 1;
768 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
769 if (door) 735 if (door)
770 { 736 {
771 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
772 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
773 { 740 {
774 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");
775 return; 742 return;
776 } 743 }
778 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
779 } 746 }
780 } 747 }
781 else 748 else
782 { 749 {
783 layout[x][y] = 1; 750 maze[x][y] = 1;
751
784 /* 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 */
785 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++)
786 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);
787 } 757 }
788} 758}
789 759
790/* 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. */
791object ** 761static object **
792find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
793{ 763{
794 char **layout2;
795 object **doorlist;
796 int i, j; 764 int i, j;
797 int ndoors = 0; 765 int ndoors = 0;
798 766
799 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 768
801 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
802 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
803 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
804 {
805 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
806 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
807 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808 if (wall_blocked (map, i, j))
809 layout2[i][j] = '#';
810 }
811 }
812 776
813 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
815 779
816 /* deallocate the temp. layout */
817 for (i = 0; i < RP->Xsize; i++)
818 free (layout2[i]);
819
820 free (layout2);
821 return doorlist; 780 return doorlist;
822} 781}
823
824
825 782
826/* 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
827 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
828 785static void
829void
830lock_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)
831{ 787{
832 object *door; 788 object *door;
833 int i; 789 int i;
834 790
835 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
836 792
837 if (opts & DOORED) 793 if (opts & DOORED)
838 { 794 {
839 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
840 { 796 {
841 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
842 char keybuf[1024];
843 798
844 door = doorlist[i]; 799 door = doorlist[i];
845 new_door->face = door->face; 800 new_door->face = door->face;
846 new_door->x = door->x; 801 new_door->x = door->x;
847 new_door->y = door->y; 802 new_door->y = door->y;
848 door->remove ();
849 door->destroy (); 803 door->destroy ();
850 doorlist[i] = new_door; 804 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
853 new_door->slaying = keybuf;
854 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);
855 } 808 }
856 } 809 }
857 810
858 /* 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. */
859 if (opts & HIDDEN) 812 if (opts & HIDDEN)
868 { 821 {
869 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
870 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
871 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
872 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
873 door->face = wallface->face; 827 door->face = wallface->face;
874 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
875 wallface->remove ();
876 wallface->destroy (); 829 wallface->destroy ();
877 } 830 }
878 } 831 }
879 } 832 }
880} 833}

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