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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 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 }
217 346
218 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
219 yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
220 349
221 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
222 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
223 return 0; 352 return 0;
224 353
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 361
233 if (tlist != NULL) 362 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 364 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 366
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
239 } 368 }
240 else 369 else
241 { /* use the style map */ 370 { /* use the style map */
242 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
244 } 373 }
245#endif 374#endif
246 { /* neither style_map no treasure list given */ 375 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 376 treasurelist *tlist = treasurelist::find ("chest");
248 377
249 the_chest->randomitems = tlist; 378 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 379 the_chest->stats.hp = n_treasures;
251 } 380 }
252 381
253 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
254 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
255 { 384 {
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
257 object *the_trap;
258 386
259 if (trap_map) 387 if (trap_map)
260 { 388 {
261 the_trap = pick_random_object (trap_map); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
262 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
264 if (the_trap) 394 if (the_trap)
265 { 395 {
266 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
267 397
268 new_trap = arch_to_object (the_trap->arch);
269 new_trap->copy_to (the_trap);
270 new_trap->x = x; 398 new_trap->x = x;
271 new_trap->y = y; 399 new_trap->y = y;
272 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
273 } 401 }
274 } 402 }
275 } 403 }
276 404
277 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
278 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
279 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 409 {
283 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
284
285 sprintf (keybuf, "%d", (int) RANDOM ());
286 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
288 } 412 }
289 413
290 /* actually place the chest. */ 414 /* actually place the chest. */
291 the_chest->x = xl; 415 the_chest->x = xl;
292 the_chest->y = yl; 416 the_chest->y = yl;
293 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
294 return the_chest; 418 return the_chest;
295} 419}
296 420
297
298/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
299 or walls */ 422static object *
300object *
301find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
302{ 424{
303 int i; 425 int i;
304 426
305 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
306 { 428 {
307 int lx, ly; 429 int lx, ly;
308 430
309 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
310 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
311 /* boundscheck */ 433 /* boundscheck */
312 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
313 /* 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. */
314 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
315 { 437 {
316 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
317 439
318 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
319 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
320 return the_monster; 444 return the_monster;
321 } 445 }
322 } 446 }
323 return NULL; 447 return NULL;
324} 448}
325 449
326
327
328/* places keys in the map, preferably in something alive.
329 keycode is the key's code,
330 door_flag is either PASS_DOORS or NO_PASS_DOORS.
331 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
332 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334
335 The idea is that you call keyplace on x,y where a door is, and it'll make
336 sure a key is placed on both sides of the door.
337*/
338
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx, ky;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = NULL;
356 while (tries < 15 && the_keymaster == NULL)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL)
365 {
366 int freeindex;
367
368 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 }
375
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391
392 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 }
396 else
397 {
398 int sum = 0; /* count how many keys we actually place */
399
400 /* I'm lazy, so just try to place in all 4 directions. */
401 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */
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 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
411 }
412 return 1;
413 }
414 }
415
416 if (the_keymaster == NULL)
417 {
418 the_key->x = kx;
419 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1;
422 }
423
424 insert_ob_in_ob (the_key, the_keymaster);
425 return 1;
426}
427
428
429
430/* 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. */
431 451
432object *theMonsterToFind; 452static object *theMonsterToFind;
433 453
434/* 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.
435 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 */
436 456static object *
437object *
438find_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)
439{ 458{
440 int i, j; 459 int i, j;
441 460
442 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
443 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
444 return theMonsterToFind; 463 return theMonsterToFind;
445 464
446 /* bounds check x and y */ 465 /* bounds check x and y */
447 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
448 return theMonsterToFind; 467 return theMonsterToFind;
449 468
450 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
451 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
452 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
453 472
454 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
455 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
456 layout[x][y] = 1; 475 maze[x][y] = 1;
457 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
458 { 477 {
459 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
460 479
461 /* check off this point */ 480 /* check off this point */
462 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);
463 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
464 { 483 {
465 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
466 return theMonsterToFind; 485 return theMonsterToFind;
467 } 486 }
468 } 487 }
469 488
470 /* 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 */
471 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++)
472 { 491 {
473 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));
474 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
475 return theMonsterToFind; 494 return theMonsterToFind;
476 } 495 }
496
477 return theMonsterToFind; 497 return theMonsterToFind;
478} 498}
479
480 499
481/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
482 real work. */ 501 real work. */
483 502static object *
484object *
485find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
486{ 504{
487 char **layout2; 505 layout layout2 (map->width, map->height);
488 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;
489 511
490 theMonsterToFind = 0; 512 theMonsterToFind = 0;
491 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
492 /* allocate and copy the layout, converting C to 0. */
493 for (i = 0; i < RP->Xsize; i++)
494 {
495 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
496 for (j = 0; j < RP->Ysize; j++)
497 {
498 if (wall_blocked (map, i, j))
499 layout2[i][j] = '#';
500 }
501 }
502 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
503
504 /* deallocate the temp. layout */
505 for (i = 0; i < RP->Xsize; i++)
506 {
507 free (layout2[i]);
508 }
509 free (layout2);
510 514
511 return theMonsterToFind; 515 return theMonsterToFind;
512} 516}
513
514
515
516
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x;
519int *room_free_spots_y;
520int number_of_free_spots_in_room;
521 517
522/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 520that datastructure. */
525 521static void
526void 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 523{
529 int i, j;
530
531 /* bounds check x and y */ 524 /* bounds check x and y */
532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
533 return; 526 return;
534 527
535 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
536 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
537 return; 530 return;
538 531
539 /* 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.
540 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
541 /* check off this point */ 534 /* check off this point */
542 layout[x][y] = 1; 535 maze[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
544 room_free_spots_y[number_of_free_spots_in_room] = y; 537
545 number_of_free_spots_in_room++;
546 /* 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 */
547 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++)
548 { 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 }
551 541
552} 542}
553 543
554/* 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. */
555void 545static void
556find_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)
557{ 547{
558 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
559 int i, j;
560 549
561 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
562 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
564 551
565 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
566 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
568 { 554 for (int j = 0; j < map->height; j++)
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
570 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#';
574 }
575 }
576 556
577 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
579 559
580 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
581 {
582 i = RANDOM () % number_of_free_spots_in_room;
583 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i];
585 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
586 563
587 /* deallocate the temp. layout */ 564 *kx = p.x;
588 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
589 { 566 }
590 free (layout2[i]);
591 }
592 free (layout2);
593 free (room_free_spots_x);
594 free (room_free_spots_y);
595} 567}
596
597 568
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
601 572static void
602void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
604{ 574{
605 int x, y; 575 int x, y;
606 int i; 576 int i;
607 577
608 x = *cx; 578 x = *cx;
610 580
611 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
612 { 582 {
613 int lx, ly, sindex; 583 int lx, ly, sindex;
614 584
615 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
616 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
617 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
618 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
620 { 590 {
621 *cx = lx; 591 *cx = lx;
622 *cy = ly; 592 *cy = ly;
628 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
629 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
630 { 600 {
631 int lx, ly, sindex; 601 int lx, ly, sindex;
632 602
633 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
634 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
635 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
636 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
637 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)
638 { 608 {
639 *cx = lx; 609 *cx = lx;
640 *cy = ly; 610 *cy = ly;
645 /* settle for one surround point */ 615 /* settle for one surround point */
646 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
647 { 617 {
648 int lx, ly, sindex; 618 int lx, ly, sindex;
649 619
650 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
651 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
652 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
653 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
654 if (sindex) 624 if (sindex)
655 { 625 {
656 *cx = lx; 626 *cx = lx;
657 *cy = ly; 627 *cy = ly;
658 return; 628 return;
659 } 629 }
660 } 630 }
661 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 633
664 if (i != -1) 634 if (i != -1)
665 { 635 {
666 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
667 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
668 } 638 }
669 else 639 else
670 { 640 {
671 /* indicate failure */ 641 /* indicate failure */
672 *cx = -1; 642 *cx = -1;
673 *cy = -1; 643 *cy = -1;
674 } 644 }
675} 645}
676 646
677 647static void
678void
679remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
680{ 649{
681 object *tmp; 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 651 {
686 if (tmp->head) 652 object *next = tmp->above;
687 tmp = tmp->head; 653
688 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
689 tmp->destroy (); 655 tmp->head_ ()->destroy ();
690 tmp = GET_MAP_OB (map, x, y); 656
691 if (tmp == NULL) 657 tmp = next;
692 break;
693 }; 658 }
694} 659}
695
696 660
697/* 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
698 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
699 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
700 664static object **
701object **
702surround_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)
703{ 666{
704 int i; 667 int i;
705 char *doors[2]; 668 const char *doors[2];
706 object **doorlist; 669 object **doorlist;
707 int ndoors_made = 0; 670 int ndoors_made = 0;
708 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 */
709 672
710 /* 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 */
720 } 683 }
721 684
722 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
724 { 687 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
726 689
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
728 { /* place a door */ 691 { /* place a door */
692 remove_monsters (x1, y1, map);
693
729 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]);
730 695 map->insert (new_door, x1, y1);
731 new_door->x = x + freearr_x[i];
732 new_door->y = y + freearr_y[i];
733 remove_monsters (new_door->x, new_door->y, map);
734 insert_ob_in_map (new_door, map, NULL, 0);
735 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 697 ndoors_made++;
737 } 698 }
738 } 699 }
700
739 return doorlist; 701 return doorlist;
740} 702}
741 703
742
743/* 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. */
744object * 705static object *
745door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
746{ 707{
747 object *tmp;
748
749 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)
750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp; 710 return tmp;
711
752 return NULL; 712 return NULL;
753} 713}
754 714
755
756/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
757void 716static void
758find_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)
759{ 718{
760 int i, j; 719 int i, j;
761 object *door; 720 object *door;
762 721
763 /* bounds check x and y */ 722 /* bounds check x and y */
764 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
765 return; 724 return;
766 725
767 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
768 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
769 return; 728 return;
770 729
771 /* check off this point */ 730 /* check off this point */
772 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
773 { /* there could be a door here */ 732 { /* there could be a door here */
774 layout[x][y] = 1; 733 maze[x][y] = 1;
775 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
776 if (door) 735 if (door)
777 { 736 {
778 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
779 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
780 { 740 {
781 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");
782 return; 742 return;
783 } 743 }
785 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
786 } 746 }
787 } 747 }
788 else 748 else
789 { 749 {
790 layout[x][y] = 1; 750 maze[x][y] = 1;
751
791 /* 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 */
792 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++)
793 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);
794 } 757 }
795} 758}
796 759
797/* 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. */
798object ** 761static object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
800{ 763{
801 char **layout2;
802 object **doorlist;
803 int i, j; 764 int i, j;
804 int ndoors = 0; 765 int ndoors = 0;
805 766
806 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 768
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
809 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
814 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 776
820 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
822 779
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 780 return doorlist;
829} 781}
830
831
832 782
833/* 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
834 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
835 785static void
836void
837lock_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)
838{ 787{
839 object *door; 788 object *door;
840 int i; 789 int i;
841 790
842 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
843 792
844 if (opts & DOORED) 793 if (opts & DOORED)
845 { 794 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
847 { 796 {
848 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
849 char keybuf[1024];
850 798
851 door = doorlist[i]; 799 door = doorlist[i];
852 new_door->face = door->face; 800 new_door->face = door->face;
853 new_door->x = door->x; 801 new_door->x = door->x;
854 new_door->y = door->y; 802 new_door->y = door->y;
855 door->remove ();
856 door->destroy (); 803 door->destroy ();
857 doorlist[i] = new_door; 804 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
860 new_door->slaying = keybuf;
861 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);
862 } 808 }
863 } 809 }
864 810
865 /* 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. */
866 if (opts & HIDDEN) 812 if (opts & HIDDEN)
875 { 821 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
880 door->face = wallface->face; 827 door->face = wallface->face;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
882 wallface->remove ();
883 wallface->destroy (); 829 wallface->destroy ();
884 } 830 }
885 } 831 }
886 } 832 }
887} 833}

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