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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.15 by root, Mon Jan 15 01:50:33 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
375 if (freeindex != -1)
376 {
377 kx += freearr_x[freeindex];
378 ky += freearr_y[freeindex];
379 }
380 }
381 }
382 else
383 { /* NO_PASS_DOORS --we have to work harder. */
384 /* don't try to keyplace if we're sitting on a blocked square and
385 NO_PASS_DOORS is set. */
386 if (n_keys == 1)
387 {
388 if (wall_blocked (map, x, y))
389 return 0;
390
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* both find_monster_in_room routines need to have access to this. */ 450/* both find_monster_in_room routines need to have access to this. */
430 451
431object *theMonsterToFind; 452static object *theMonsterToFind;
432 453
433/* a recursive routine which will return a monster, eventually,if there is one. 454/* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */ 455 it does a check-off on the maze, converting 0's to 1's */
435 456static object *
436object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 457find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
438{ 458{
439 int i, j; 459 int i, j;
440 460
441 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
443 return theMonsterToFind; 463 return theMonsterToFind;
444 464
445 /* bounds check x and y */ 465 /* bounds check x and y */
446 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
447 return theMonsterToFind; 467 return theMonsterToFind;
448 468
449 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
450 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
451 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
452 472
453 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 475 maze[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 477 {
458 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
459 479
460 /* check off this point */ 480 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 481 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
463 { 483 {
464 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
465 return theMonsterToFind; 485 return theMonsterToFind;
466 } 486 }
467 } 487 }
468 488
469 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
471 { 491 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
473 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
474 return theMonsterToFind; 494 return theMonsterToFind;
475 } 495 }
496
476 return theMonsterToFind; 497 return theMonsterToFind;
477} 498}
478
479 499
480/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
481 real work. */ 501 real work. */
482 502static object *
483object *
484find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
485{ 504{
486 char **layout2; 505 layout layout2 (map->width, map->height);
487 int i, j; 506
507 // find walls
508 for (int i = 0; i < layout2.w; i++)
509 for (int j = 0; j < layout2.h; j++)
510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
488 511
489 theMonsterToFind = 0; 512 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
502
503 /* deallocate the temp. layout */
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 514
510 return theMonsterToFind; 515 return theMonsterToFind;
511} 516}
512
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x;
518int *room_free_spots_y;
519int number_of_free_spots_in_room;
520 517
521/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 519a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 520that datastructure. */
524 521static void
525void 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 523{
528 int i, j;
529
530 /* bounds check x and y */ 524 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
532 return; 526 return;
533 527
534 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
536 return; 530 return;
537 531
538 /* set the current square as checked, and add it to the list. 532 /* set the current square as checked, and add it to the list.
539 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
540 /* check off this point */ 534 /* check off this point */
541 layout[x][y] = 1; 535 maze[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
543 room_free_spots_y[number_of_free_spots_in_room] = y; 537
544 number_of_free_spots_in_room++;
545 /* now search all the 8 squares around recursively for free spots,in random order */ 538 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 539 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
547 { 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 541
551} 542}
552 543
553/* find a random non-blocked spot in this room to drop a key. */ 544/* find a random non-blocked spot in this room to drop a key. */
554void 545static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 546find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
556{ 547{
557 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 549
560 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 551
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
567 { 554 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#';
573 }
574 }
575 556
576 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
578 559
579 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
580 {
581 i = RANDOM () % number_of_free_spots_in_room;
582 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i];
584 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
585 563
586 /* deallocate the temp. layout */ 564 *kx = p.x;
587 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
588 { 566 }
589 free (layout2[i]);
590 }
591 free (layout2);
592 free (room_free_spots_x);
593 free (room_free_spots_y);
594} 567}
595
596 568
597/* searches the map for a spot with walls around it. The more 569/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 570 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
600 572static void
601void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
603{ 574{
604 int x, y; 575 int x, y;
605 int i; 576 int i;
606 577
607 x = *cx; 578 x = *cx;
609 580
610 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
611 { 582 {
612 int lx, ly, sindex; 583 int lx, ly, sindex;
613 584
614 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
615 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
616 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
617 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 { 590 {
620 *cx = lx; 591 *cx = lx;
621 *cy = ly; 592 *cy = ly;
627 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
628 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
629 { 600 {
630 int lx, ly, sindex; 601 int lx, ly, sindex;
631 602
632 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
633 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
634 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
635 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 607 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
637 { 608 {
638 *cx = lx; 609 *cx = lx;
639 *cy = ly; 610 *cy = ly;
644 /* settle for one surround point */ 615 /* settle for one surround point */
645 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
646 { 617 {
647 int lx, ly, sindex; 618 int lx, ly, sindex;
648 619
649 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
650 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
651 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
652 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex) 624 if (sindex)
654 { 625 {
655 *cx = lx; 626 *cx = lx;
656 *cy = ly; 627 *cy = ly;
657 return; 628 return;
658 } 629 }
659 } 630 }
660 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 633
663 { 634 if (i != -1)
664 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i];
666 return;
667 } 635 {
636 *cx = x + DIRX (i);
637 *cy = y + DIRY (i);
638 }
639 else
640 {
668 /* indicate failure */ 641 /* indicate failure */
642 *cx = -1;
669 *cx = *cy = -1; 643 *cy = -1;
644 }
670} 645}
671 646
672 647static void
673void
674remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
675{ 649{
676 object *tmp; 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
677
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 651 {
681 if (tmp->head) 652 object *next = tmp->above;
682 tmp = tmp->head; 653
683 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
684 tmp->destroy (); 655 tmp->head_ ()->destroy ();
685 tmp = GET_MAP_OB (map, x, y); 656
686 if (tmp == NULL) 657 tmp = next;
687 break;
688 }; 658 }
689} 659}
690
691 660
692/* surrounds the point x,y by doors, so as to enclose something, like 661/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 662 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
695 664static object **
696object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 665surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
698{ 666{
699 int i; 667 int i;
700 char *doors[2]; 668 const char *doors[2];
701 object **doorlist; 669 object **doorlist;
702 int ndoors_made = 0; 670 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 671 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 672
705 /* this is a list we pick from, for horizontal and vertical doors */ 673 /* this is a list we pick from, for horizontal and vertical doors */
715 } 683 }
716 684
717 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
719 { 687 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
721 689
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
723 { /* place a door */ 691 { /* place a door */
692 remove_monsters (x1, y1, map);
693
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 694 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
725 695 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 697 ndoors_made++;
732 } 698 }
733 } 699 }
700
734 return doorlist; 701 return doorlist;
735} 702}
736 703
737
738/* returns the first door in this square, or NULL if there isn't a door. */ 704/* returns the first door in this square, or NULL if there isn't a door. */
739object * 705static object *
740door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
741{ 707{
742 object *tmp;
743
744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 708 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 710 return tmp;
711
747 return NULL; 712 return NULL;
748} 713}
749 714
750
751/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
752void 716static void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 717find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
754{ 718{
755 int i, j; 719 int i, j;
756 object *door; 720 object *door;
757 721
758 /* bounds check x and y */ 722 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
760 return; 724 return;
761 725
762 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
764 return; 728 return;
765 729
766 /* check off this point */ 730 /* check off this point */
767 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
768 { /* there could be a door here */ 732 { /* there could be a door here */
769 layout[x][y] = 1; 733 maze[x][y] = 1;
770 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
771 if (door) 735 if (door)
772 { 736 {
773 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
774 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
775 { 740 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 741 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 742 return;
778 } 743 }
780 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
781 } 746 }
782 } 747 }
783 else 748 else
784 { 749 {
785 layout[x][y] = 1; 750 maze[x][y] = 1;
751
786 /* 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 */
787 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++)
788 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);
789 } 757 }
790} 758}
791 759
792/* 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. */
793object ** 761static object **
794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
795{ 763{
796 char **layout2;
797 object **doorlist;
798 int i, j; 764 int i, j;
799 int ndoors = 0; 765 int ndoors = 0;
800 766
801 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
802 768
803 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
804 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
806 {
807 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
808 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
809 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 if (wall_blocked (map, i, j))
811 layout2[i][j] = '#';
812 }
813 }
814 776
815 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
816 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
817 779
818 /* deallocate the temp. layout */
819 for (i = 0; i < RP->Xsize; i++)
820 free (layout2[i]);
821
822 free (layout2);
823 return doorlist; 780 return doorlist;
824} 781}
825
826
827 782
828/* 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
829 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
830 785static void
831void
832lock_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)
833{ 787{
834 object *door; 788 object *door;
835 int i; 789 int i;
836 790
837 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
838 792
839 if (opts & DOORED) 793 if (opts & DOORED)
840 { 794 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
842 { 796 {
843 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
844 char keybuf[1024];
845 798
846 door = doorlist[i]; 799 door = doorlist[i];
847 new_door->face = door->face; 800 new_door->face = door->face;
848 new_door->x = door->x; 801 new_door->x = door->x;
849 new_door->y = door->y; 802 new_door->y = door->y;
850 door->remove ();
851 door->destroy (); 803 door->destroy ();
852 doorlist[i] = new_door; 804 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
855 new_door->slaying = keybuf;
856 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 807 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
857 } 808 }
858 } 809 }
859 810
860 /* 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. */
861 if (opts & HIDDEN) 812 if (opts & HIDDEN)
870 { 821 {
871 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
872 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
873 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
874 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
875 door->face = wallface->face; 827 door->face = wallface->face;
876 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
877 wallface->remove ();
878 wallface->destroy (); 829 wallface->destroy ();
879 } 830 }
880 } 831 }
881 } 832 }
882} 833}

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