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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.67 by root, Sat Nov 17 23:40:02 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (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
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
26 27
27
28
29#include <global.h> 28#include <global.h>
30#include <random_map.h> 29#include <rmg.h>
31#include <rproto.h> 30#include <rproto.h>
32 31
33/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
34 33
35#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 34#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
43#define LAST_OPTION 64 /* set this to the last real option, for random */ 42#define LAST_OPTION 64 /* set this to the last real option, for random */
44 43
45#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 45#define PASS_DOORS 1
47 46
47static object *find_closest_monster (maptile *map, int x, int y);
48static object *find_monster_in_room (maptile *map, int x, int y);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55
56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */
58static int
59bc_random (int x)
60{
61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (map->width - 2) + 1;
99 j = rmg_rndm (map->height - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (map->width - 2) + 1;
113 ky = rmg_rndm (map->height - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += DIRX (freeindex);
121 ky += DIRY (freeindex);
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
174}
48 175
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 177 * and doors but not monsters.
51 * This function is not map tile aware. 178 * This function is not map tile aware.
52 */ 179 */
53
54int 180int
55wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
56{ 182{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 184 return 1;
185
186 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 188}
64 189
65/* place treasures in the map, given the 190/* place treasures in the map, given the
66map, (required) 191map, (required)
67layout, (required) 192maze, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
70*/ 195*/
71
72void 196void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 198{
75 char styledirname[1024];
76 char stylefilepath[1024];
77 maptile *style_map = 0;
78 int num_treasures; 199 int num_treasures;
79 200
80 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 202 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
83 return; 204 return;
205
84 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
86 208
87 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 211 {
90 if (RANDOM () % 2) 212 if (rmg_rndm (2))
91 treasureoptions -= 1; 213 treasureoptions -= 1;
92 else 214 else
93 treasureoptions -= 2; 215 treasureoptions -= 2;
94 } 216 }
95 217
96 /* pick the number of treasures */ 218 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 220 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 223 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 224 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 225
104 if (num_treasures <= 0) 226 if (num_treasures <= 0)
105 return; 227 return;
106 228
107 /* get the style map */ 229 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
110 style_map = find_style (styledirname, treasure_style, -1); 232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return;
236 }
111 237
112 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
114 { 240 {
115
116 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
117 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
118 { 243 {
119 case LAYOUT_ONION: 244 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
125 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
126 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
127 { 252 {
128 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
129 { 254 {
130 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
131 { 256 {
132 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest; 258 object *chest;
135 259
136 if (tdiv == 3) 260 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
138 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
140 if (!chest) 266 if (!chest)
141 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
142 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
143 { 270 {
144 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist); 273 free (doorlist);
147 } 274 }
148 } 275 }
149 } 276 }
150 } 277 }
151 break; 278 break;
152 } 279 }
280
153 default: 281 default:
154 { 282 {
155 int i, j, tries; 283 int i, j, tries;
156 object *chest; 284 object *chest;
157 object **doorlist; 285 object **doorlist;
158 286
159 i = j = -1; 287 i = j = -1;
160 tries = 0; 288 tries = 0;
161 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
162 { 290 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
165 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
166 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
167 i = -1; 297 i = -1;
298
168 tries++; 299 tries++;
169 } 300 }
301
170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 302 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
303
171 if (!chest) 304 if (!chest)
172 return; 305 return;
306
173 i = chest->x; 307 i = chest->x;
174 j = chest->y; 308 j = chest->y;
175 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
176 { 310 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
178 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
179 free (doorlist); 313 free (doorlist);
180 } 314 }
181 } 315 }
182 } 316 }
183 } 317 }
184 else 318 else
185 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
186 int ti, i, j; 320 int ti, i, j;
187 321
188 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
189 { 323 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 327 }
194 } 328 }
195} 329}
196 330
197/* put a chest into the map, near x and y, with the treasure style 331/* put a chest into the map, near x and y, with the treasure style
198 determined (may be null, or may be a treasure list from lib/treasures, 332 determined (may be null, or may be a treasure list from lib/treasures,
199 if the global variable "treasurestyle" is set to that treasure list's name */ 333 if the global variable "treasurestyle" is set to that treasure list's name */
200 334static object *
201object *
202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 335place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{ 336{
204 object *the_chest;
205 int i, xl, yl;
206
207 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
208 338
209 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
210 i = find_first_free_spot (the_chest, map, x, y); 340 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
211 if (i == -1) 341 if (i == -1)
212 { 342 {
213 the_chest->destroy (); 343 the_chest->destroy ();
214 return NULL; 344 return NULL;
215 } 345 }
216 346
217 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
218 yl = y + freearr_y[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_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
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_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);
662 633
663 if (i != -1) 634 if (i != -1)
664 { 635 {
665 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
666 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
667 } 638 }
668 else 639 else
669 { 640 {
670 /* indicate failure */ 641 /* indicate failure */
671 *cx = -1; 642 *cx = -1;
672 *cy = -1; 643 *cy = -1;
673 } 644 }
674} 645}
675 646
676 647static void
677void
678remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
679{ 649{
680 object *tmp; 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 651 {
685 if (tmp->head) 652 object *next = tmp->above;
686 tmp = tmp->head; 653
687 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 655 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 656
690 if (tmp == NULL) 657 tmp = next;
691 break;
692 }; 658 }
693} 659}
694
695 660
696/* 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
697 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
698 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
699 664static object **
700object **
701surround_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)
702{ 666{
703 int i; 667 int i;
704 char *doors[2]; 668 const char *doors[2];
705 object **doorlist; 669 object **doorlist;
706 int ndoors_made = 0; 670 int ndoors_made = 0;
707 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 */
708 672
709 /* 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 */
719 } 683 }
720 684
721 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
722 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
723 { 687 {
724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
725 689
726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
727 { /* place a door */ 691 { /* place a door */
692 remove_monsters (x1, y1, map);
693
728 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]);
729 695 map->insert (new_door, x1, y1);
730 new_door->x = x + freearr_x[i];
731 new_door->y = y + freearr_y[i];
732 remove_monsters (new_door->x, new_door->y, map);
733 insert_ob_in_map (new_door, map, NULL, 0);
734 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
735 ndoors_made++; 697 ndoors_made++;
736 } 698 }
737 } 699 }
700
738 return doorlist; 701 return doorlist;
739} 702}
740 703
741
742/* 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. */
743object * 705static object *
744door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
745{ 707{
746 object *tmp;
747
748 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)
749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp; 710 return tmp;
711
751 return NULL; 712 return NULL;
752} 713}
753 714
754
755/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
756void 716static void
757find_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)
758{ 718{
759 int i, j; 719 int i, j;
760 object *door; 720 object *door;
761 721
762 /* bounds check x and y */ 722 /* bounds check x and y */
763 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
764 return; 724 return;
765 725
766 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
767 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
768 return; 728 return;
769 729
770 /* check off this point */ 730 /* check off this point */
771 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
772 { /* there could be a door here */ 732 { /* there could be a door here */
773 layout[x][y] = 1; 733 maze[x][y] = 1;
774 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
775 if (door) 735 if (door)
776 { 736 {
777 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
778 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
779 { 740 {
780 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");
781 return; 742 return;
782 } 743 }
784 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
785 } 746 }
786 } 747 }
787 else 748 else
788 { 749 {
789 layout[x][y] = 1; 750 maze[x][y] = 1;
751
790 /* 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 */
791 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++)
792 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);
793 } 757 }
794} 758}
795 759
796/* 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. */
797object ** 761static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
799{ 763{
800 char **layout2;
801 object **doorlist;
802 int i, j; 764 int i, j;
803 int ndoors = 0; 765 int ndoors = 0;
804 766
805 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 768
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
808 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
813 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 776
819 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
821 779
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 780 return doorlist;
828} 781}
829
830
831 782
832/* 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
833 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
834 785static void
835void
836lock_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)
837{ 787{
838 object *door; 788 object *door;
839 int i; 789 int i;
840 790
841 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
842 792
843 if (opts & DOORED) 793 if (opts & DOORED)
844 { 794 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
846 { 796 {
847 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
848 char keybuf[1024];
849 798
850 door = doorlist[i]; 799 door = doorlist[i];
851 new_door->face = door->face; 800 new_door->face = door->face;
852 new_door->x = door->x; 801 new_door->x = door->x;
853 new_door->y = door->y; 802 new_door->y = door->y;
854 door->remove ();
855 door->destroy (); 803 door->destroy ();
856 doorlist[i] = new_door; 804 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
859 new_door->slaying = keybuf;
860 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);
861 } 808 }
862 } 809 }
863 810
864 /* 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. */
865 if (opts & HIDDEN) 812 if (opts & HIDDEN)
874 { 821 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
879 door->face = wallface->face; 827 door->face = wallface->face;
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
881 wallface->remove ();
882 wallface->destroy (); 829 wallface->destroy ();
883 } 830 }
884 } 831 }
885 } 832 }
886} 833}

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