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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.67 by root, Sat Nov 17 23:40:02 2018 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
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=======
26 * CrossFire, A Multiplayer game for X-windows
27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen
31 *
32 * This program is free software; you can redistribute it and/or modify
33 * it under the terms of the GNU General Public License as published by
34 * the Free Software Foundation; either version 2 of the License, or
35 * (at your option) any later version.
36 *
37 * This program is distributed in the hope that it will be useful,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details.
41 *
42 * You should have received a copy of the GNU General Public License
43 * along with this program; if not, write to the Free Software
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 *
46 * The authors can be reached via e-mail at <crossfire@schmorp.de>
47 */
48>>>>>>> 1.18
49 25
50/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
51 27
52#include <global.h> 28#include <global.h>
53#include <random_map.h> 29#include <rmg.h>
54#include <rproto.h> 30#include <rproto.h>
55 31
56/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
57 33
58#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. */
66#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 */
67 43
68#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 45#define PASS_DOORS 1
70 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}
71 175
72/* 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
73 * and doors but not monsters. 177 * and doors but not monsters.
74 * This function is not map tile aware. 178 * This function is not map tile aware.
75 */ 179 */
77wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
78{ 182{
79 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 184 return 1;
81 185
186 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 188}
85 189
86/* place treasures in the map, given the 190/* place treasures in the map, given the
87map, (required) 191map, (required)
88layout, (required) 192maze, (required)
89treasure 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.)
90treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
91*/ 195*/
92void 196void
93place_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)
94{ 198{
95 char styledirname[1024];
96 char stylefilepath[1024];
97 maptile *style_map = 0;
98 int num_treasures; 199 int num_treasures;
99 200
100 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 202 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
103 return; 204 return;
205
104 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
106 208
107 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 211 {
110 if (RANDOM () % 2) 212 if (rmg_rndm (2))
111 treasureoptions -= 1; 213 treasureoptions -= 1;
112 else 214 else
113 treasureoptions -= 2; 215 treasureoptions -= 2;
114 } 216 }
115 217
116 /* pick the number of treasures */ 218 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
118 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);
119 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
120 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);
121 else 223 else
122 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);
123 225
124 if (num_treasures <= 0) 226 if (num_treasures <= 0)
125 return; 227 return;
126 228
127 /* get the style map */ 229 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
130 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 }
131 237
132 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
134 { 240 {
135
136 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
138 { 243 {
139 case LAYOUT_ONION: 244 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
145 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
146 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
147 { 252 {
148 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
149 { 254 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
151 { 256 {
152 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 258 object *chest;
155 259
156 if (tdiv == 3) 260 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
158 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
159 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
160 if (!chest) 266 if (!chest)
161 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
162 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
163 { 270 {
164 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 273 free (doorlist);
167 } 274 }
168 } 275 }
169 } 276 }
170 } 277 }
171 break; 278 break;
172 } 279 }
280
173 default: 281 default:
174 { 282 {
175 int i, j, tries; 283 int i, j, tries;
176 object *chest; 284 object *chest;
177 object **doorlist; 285 object **doorlist;
178 286
179 i = j = -1; 287 i = j = -1;
180 tries = 0; 288 tries = 0;
181 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
182 { 290 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
185 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
186 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
187 i = -1; 297 i = -1;
298
188 tries++; 299 tries++;
189 } 300 }
301
190 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
191 if (!chest) 304 if (!chest)
192 return; 305 return;
306
193 i = chest->x; 307 i = chest->x;
194 j = chest->y; 308 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
196 { 310 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
198 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
199 free (doorlist); 313 free (doorlist);
200 } 314 }
201 } 315 }
202 } 316 }
203 } 317 }
204 else 318 else
205 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
206 int ti, i, j; 320 int ti, i, j;
207 321
208 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
209 { 323 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 327 }
214 } 328 }
215} 329}
216 330
217/* 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
218 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,
219 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 */
220 334static object *
221object *
222place_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)
223{ 336{
224 object *the_chest;
225 int i, xl, yl;
226
227 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
228 338
229 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
230 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
231 if (i == -1) 341 if (i == -1)
232 { 342 {
233 the_chest->destroy (); 343 the_chest->destroy ();
234 return NULL; 344 return NULL;
235 } 345 }
236 346
237 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
238 yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
239 349
240 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
241 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
242 return 0; 352 return 0;
243 353
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 361
252 if (tlist != NULL) 362 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 364 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
256 366
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
258 } 368 }
259 else 369 else
260 { /* use the style map */ 370 { /* use the style map */
261 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
263 } 373 }
264#endif 374#endif
265 { /* neither style_map no treasure list given */ 375 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 376 treasurelist *tlist = treasurelist::find ("chest");
267 377
268 the_chest->randomitems = tlist; 378 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 379 the_chest->stats.hp = n_treasures;
270 } 380 }
271 381
272 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
273 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
274 { 384 {
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
276 object *the_trap;
277 386
278 if (trap_map) 387 if (trap_map)
279 { 388 {
280 the_trap = pick_random_object (trap_map); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
281 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
283 if (the_trap) 394 if (the_trap)
284 { 395 {
285 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
286 397
287 new_trap = arch_to_object (the_trap->arch);
288 new_trap->copy_to (the_trap);
289 new_trap->x = x; 398 new_trap->x = x;
290 new_trap->y = y; 399 new_trap->y = y;
291 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
292 } 401 }
293 } 402 }
294 } 403 }
295 404
296 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
297 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
298 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 409 {
302 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
303
304 sprintf (keybuf, "%d", (int) RANDOM ());
305 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
307 } 412 }
308 413
309 /* actually place the chest. */ 414 /* actually place the chest. */
310 the_chest->x = xl; 415 the_chest->x = xl;
311 the_chest->y = yl; 416 the_chest->y = yl;
312 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
313 return the_chest; 418 return the_chest;
314} 419}
315 420
316
317/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
318 or walls */ 422static object *
319object *
320find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
321{ 424{
322 int i; 425 int i;
323 426
324 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
325 { 428 {
326 int lx, ly; 429 int lx, ly;
327 430
328 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
329 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
330 /* boundscheck */ 433 /* boundscheck */
331 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
332 /* 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. */
333 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
334 { 437 {
335 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
336 439
337 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
338 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
339 return the_monster; 444 return the_monster;
340 } 445 }
341 } 446 }
342 return NULL; 447 return NULL;
343} 448}
344 449
345
346
347/* places keys in the map, preferably in something alive.
348 keycode is the key's code,
349 door_flag is either PASS_DOORS or NO_PASS_DOORS.
350 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
351 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
353
354 The idea is that you call keyplace on x,y where a door is, and it'll make
355 sure a key is placed on both sides of the door.
356*/
357int
358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
359{
360 int i, j;
361 int kx = 0, ky = 0;
362 object *the_keymaster; /* the monster that gets the key. */
363 object *the_key;
364
365 /* get a key and set its keycode */
366 the_key = get_archetype ("key2");
367 the_key->slaying = keycode;
368
369 if (door_flag == PASS_DOORS)
370 {
371 int tries = 0;
372
373 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster)
375 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
378 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP);
380 }
381
382 /* if we don't find a good keymaster, drop the key on the ground. */
383 if (!the_keymaster)
384 {
385 int freeindex;
386
387 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 }
394
395 // can freeindex ever be < 0?
396 if (freeindex >= 0)
397 {
398 kx += freearr_x [freeindex];
399 ky += freearr_y [freeindex];
400 }
401 }
402 }
403 else
404 { /* NO_PASS_DOORS --we have to work harder. */
405 /* don't try to keyplace if we're sitting on a blocked square and
406 NO_PASS_DOORS is set. */
407 if (n_keys == 1)
408 {
409 if (wall_blocked (map, x, y))
410 return 0;
411
412 the_keymaster = find_monster_in_room (map, x, y, RP);
413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
414 find_spot_in_room (map, x, y, &kx, &ky, RP);
415 }
416 else
417 {
418 int sum = 0; /* count how many keys we actually place */
419
420 /* I'm lazy, so just try to place in all 4 directions. */
421 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
422 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
427 { /* diagonally this time. */
428 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
429 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
430 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
432 }
433
434 return 1;
435 }
436 }
437
438 if (!the_keymaster)
439 {
440 the_key->x = kx;
441 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1;
444 }
445
446 insert_ob_in_ob (the_key, the_keymaster);
447 return 1;
448}
449
450
451
452/* 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. */
453 451
454object *theMonsterToFind; 452static object *theMonsterToFind;
455 453
456/* 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.
457 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 */
458 456static object *
459object *
460find_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)
461{ 458{
462 int i, j; 459 int i, j;
463 460
464 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
465 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
466 return theMonsterToFind; 463 return theMonsterToFind;
467 464
468 /* bounds check x and y */ 465 /* bounds check x and y */
469 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
470 return theMonsterToFind; 467 return theMonsterToFind;
471 468
472 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
473 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
474 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
475 472
476 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
477 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
478 layout[x][y] = 1; 475 maze[x][y] = 1;
479 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
480 { 477 {
481 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
482 479
483 /* check off this point */ 480 /* check off this point */
484 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);
485 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
486 { 483 {
487 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
488 return theMonsterToFind; 485 return theMonsterToFind;
489 } 486 }
490 } 487 }
491 488
492 /* 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 */
493 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++)
494 { 491 {
495 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));
496 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
497 return theMonsterToFind; 494 return theMonsterToFind;
498 } 495 }
496
499 return theMonsterToFind; 497 return theMonsterToFind;
500} 498}
501
502 499
503/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
504 real work. */ 501 real work. */
505 502static object *
506object *
507find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
508{ 504{
509 char **layout2; 505 layout layout2 (map->width, map->height);
510 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;
511 511
512 theMonsterToFind = 0; 512 theMonsterToFind = 0;
513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
514 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
523 }
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
525
526 /* deallocate the temp. layout */
527 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]);
530 }
531 free (layout2);
532 514
533 return theMonsterToFind; 515 return theMonsterToFind;
534} 516}
535
536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
537int *room_free_spots_x;
538int *room_free_spots_y;
539int number_of_free_spots_in_room;
540 517
541/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
542a 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
543that datastructure. */ 520that datastructure. */
544void 521static void
545find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
546{ 523{
547 int i, j;
548
549 /* bounds check x and y */ 524 /* bounds check x and y */
550 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
551 return; 526 return;
552 527
553 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
554 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
555 return; 530 return;
556 531
557 /* 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.
558 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
559 /* check off this point */ 534 /* check off this point */
560 layout[x][y] = 1; 535 maze[x][y] = 1;
561 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
562 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++;
564 537
565 /* 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 */
566 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++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
568 541
569} 542}
570 543
571/* 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. */
572void 545static void
573find_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)
574{ 547{
575 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
576 int i, j;
577 549
578 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
579 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
580 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
581 551
582 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
583 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
584 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
585 { 554 for (int j = 0; j < map->height; j++)
586 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
587 for (j = 0; j < RP->Ysize; j++)
588 if (wall_blocked (map, i, j))
589 layout2[i][j] = '#';
590 }
591 556
592 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
594 559
595 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
596 {
597 i = RANDOM () % number_of_free_spots_in_room;
598 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i];
600 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
601 563
602 /* deallocate the temp. layout */ 564 *kx = p.x;
603 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
604 free (layout2[i]); 566 }
605
606 free (layout2);
607 free (room_free_spots_x);
608 free (room_free_spots_y);
609} 567}
610
611 568
612/* 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
613 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
614 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
615void 572static void
616find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
617{ 574{
618 int x, y; 575 int x, y;
619 int i; 576 int i;
620 577
621 x = *cx; 578 x = *cx;
623 580
624 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
625 { 582 {
626 int lx, ly, sindex; 583 int lx, ly, sindex;
627 584
628 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
629 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
630 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
632 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
633 { 590 {
634 *cx = lx; 591 *cx = lx;
635 *cy = ly; 592 *cy = ly;
641 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
642 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
643 { 600 {
644 int lx, ly, sindex; 601 int lx, ly, sindex;
645 602
646 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
647 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
648 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
649 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
650 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)
651 { 608 {
652 *cx = lx; 609 *cx = lx;
653 *cy = ly; 610 *cy = ly;
658 /* settle for one surround point */ 615 /* settle for one surround point */
659 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
660 { 617 {
661 int lx, ly, sindex; 618 int lx, ly, sindex;
662 619
663 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
664 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
665 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
666 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
667 if (sindex) 624 if (sindex)
668 { 625 {
669 *cx = lx; 626 *cx = lx;
670 *cy = ly; 627 *cy = ly;
671 return; 628 return;
672 } 629 }
673 } 630 }
674 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
675 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);
676 633
677 if (i != -1) 634 if (i != -1)
678 { 635 {
679 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
680 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
681 } 638 }
682 else 639 else
683 { 640 {
684 /* indicate failure */ 641 /* indicate failure */
685 *cx = -1; 642 *cx = -1;
686 *cy = -1; 643 *cy = -1;
687 } 644 }
688} 645}
689 646
690 647static void
691void
692remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
693{ 649{
694 object *tmp; 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
695
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 651 {
699 if (tmp->head) 652 object *next = tmp->above;
700 tmp = tmp->head; 653
701 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
702 tmp->destroy (); 655 tmp->head_ ()->destroy ();
703 tmp = GET_MAP_OB (map, x, y); 656
704 if (tmp == NULL) 657 tmp = next;
705 break;
706 }; 658 }
707} 659}
708
709 660
710/* 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
711 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
712 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
713 664static object **
714object **
715surround_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)
716{ 666{
717 int i; 667 int i;
718 char *doors[2]; 668 const char *doors[2];
719 object **doorlist; 669 object **doorlist;
720 int ndoors_made = 0; 670 int ndoors_made = 0;
721 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 */
722 672
723 /* 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 */
733 } 683 }
734 684
735 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
737 { 687 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
739 689
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
741 { /* place a door */ 691 { /* place a door */
692 remove_monsters (x1, y1, map);
693
742 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]);
743 695 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 697 ndoors_made++;
750 } 698 }
751 } 699 }
700
752 return doorlist; 701 return doorlist;
753} 702}
754 703
755
756/* 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. */
757object * 705static object *
758door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
759{ 707{
760 object *tmp;
761
762 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)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 710 return tmp;
711
765 return NULL; 712 return NULL;
766} 713}
767 714
768
769/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
770void 716static void
771find_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)
772{ 718{
773 int i, j; 719 int i, j;
774 object *door; 720 object *door;
775 721
776 /* bounds check x and y */ 722 /* bounds check x and y */
777 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
778 return; 724 return;
779 725
780 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
781 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
782 return; 728 return;
783 729
784 /* check off this point */ 730 /* check off this point */
785 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
786 { /* there could be a door here */ 732 { /* there could be a door here */
787 layout[x][y] = 1; 733 maze[x][y] = 1;
788 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
789 if (door) 735 if (door)
790 { 736 {
791 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
792 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
793 { 740 {
794 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");
795 return; 742 return;
796 } 743 }
798 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
799 } 746 }
800 } 747 }
801 else 748 else
802 { 749 {
803 layout[x][y] = 1; 750 maze[x][y] = 1;
751
804 /* 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 */
805 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++)
806 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);
807 } 757 }
808} 758}
809 759
810/* 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. */
811object ** 761static object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
813{ 763{
814 char **layout2;
815 object **doorlist;
816 int i, j; 764 int i, j;
817 int ndoors = 0; 765 int ndoors = 0;
818 766
819 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 768
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
822 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
827 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
831 }
832 776
833 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
835 779
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 780 return doorlist;
842} 781}
843
844
845 782
846/* 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
847 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
848 785static void
849void
850lock_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)
851{ 787{
852 object *door; 788 object *door;
853 int i; 789 int i;
854 790
855 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
856 792
857 if (opts & DOORED) 793 if (opts & DOORED)
858 { 794 {
859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
860 { 796 {
861 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
862 char keybuf[1024];
863 798
864 door = doorlist[i]; 799 door = doorlist[i];
865 new_door->face = door->face; 800 new_door->face = door->face;
866 new_door->x = door->x; 801 new_door->x = door->x;
867 new_door->y = door->y; 802 new_door->y = door->y;
868 door->remove ();
869 door->destroy (); 803 door->destroy ();
870 doorlist[i] = new_door; 804 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
873 new_door->slaying = keybuf;
874 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);
875 } 808 }
876 } 809 }
877 810
878 /* 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. */
879 if (opts & HIDDEN) 812 if (opts & HIDDEN)
888 { 821 {
889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
893 door->face = wallface->face; 827 door->face = wallface->face;
894 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
895 wallface->remove ();
896 wallface->destroy (); 829 wallface->destroy ();
897 } 830 }
898 } 831 }
899 } 832 }
900} 833}

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