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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC vs.
Revision 1.67 by root, Sat Nov 17 23:40:02 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 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#include <global.h> 28#include <global.h>
28#include <random_map.h> 29#include <rmg.h>
29#include <rproto.h> 30#include <rproto.h>
30 31
31/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
32 33
33#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. */
41#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 */
42 43
43#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 45#define PASS_DOORS 1
45 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}
46 175
47/* 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
48 * and doors but not monsters. 177 * and doors but not monsters.
49 * This function is not map tile aware. 178 * This function is not map tile aware.
50 */ 179 */
52wall_blocked (maptile *m, int x, int y) 181wall_blocked (maptile *m, int x, int y)
53{ 182{
54 if (OUT_OF_REAL_MAP (m, x, y)) 183 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 184 return 1;
56 185
186 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 188}
60 189
61/* place treasures in the map, given the 190/* place treasures in the map, given the
62map, (required) 191map, (required)
63layout, (required) 192maze, (required)
64treasure 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.)
65treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
66*/ 195*/
67void 196void
68place_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)
69{ 198{
70 char styledirname[1024];
71 char stylefilepath[1024];
72 maptile *style_map = 0;
73 int num_treasures; 199 int num_treasures;
74 200
75 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 202 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
78 return; 204 return;
79 205
80 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
82 208
83 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 211 {
86 if (rndm (2)) 212 if (rmg_rndm (2))
87 treasureoptions -= 1; 213 treasureoptions -= 1;
88 else 214 else
89 treasureoptions -= 2; 215 treasureoptions -= 2;
90 } 216 }
91 217
92 /* pick the number of treasures */ 218 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 219 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 221 else if (treasureoptions & RICH)
96 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);
97 else 223 else
98 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);
99 225
100 if (num_treasures <= 0) 226 if (num_treasures <= 0)
101 return; 227 return;
102 228
103 /* get the style map */ 229 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 231
106 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 }
107 237
108 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
110 { 240 {
111
112 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
113 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
114 { 243 {
115 case LAYOUT_ONION: 244 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
121 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
122 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
123 { 252 {
124 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
125 { 254 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
127 { 256 {
128 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 258 object *chest;
131 259
132 if (tdiv == 3) 260 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
134 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
135 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
136 if (!chest) 266 if (!chest)
137 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
138 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
139 { 270 {
140 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 273 free (doorlist);
143 } 274 }
144 } 275 }
145 } 276 }
146 } 277 }
147 break; 278 break;
148 } 279 }
280
149 default: 281 default:
150 { 282 {
151 int i, j, tries; 283 int i, j, tries;
152 object *chest; 284 object *chest;
153 object **doorlist; 285 object **doorlist;
154 286
155 i = j = -1; 287 i = j = -1;
156 tries = 0; 288 tries = 0;
157 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
158 { 290 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
161 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
162 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
163 i = -1; 297 i = -1;
298
164 tries++; 299 tries++;
165 } 300 }
301
166 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
167 if (!chest) 304 if (!chest)
168 return; 305 return;
306
169 i = chest->x; 307 i = chest->x;
170 j = chest->y; 308 j = chest->y;
171 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
172 { 310 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
174 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
175 free (doorlist); 313 free (doorlist);
176 } 314 }
177 } 315 }
178 } 316 }
179 } 317 }
180 else 318 else
181 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
182 int ti, i, j; 320 int ti, i, j;
183 321
184 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
185 { 323 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 327 }
190 } 328 }
191} 329}
192 330
193/* 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
194 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,
195 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 */
196 334static object *
197object *
198place_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)
199{ 336{
200 object *the_chest;
201 int i, xl, yl;
202
203 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
204 338
205 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
206 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
207 if (i == -1) 341 if (i == -1)
208 { 342 {
209 the_chest->destroy (); 343 the_chest->destroy ();
210 return NULL; 344 return NULL;
211 } 345 }
212 346
213 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
214 yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
215 349
216 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
217 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
218 return 0; 352 return 0;
219 353
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 361
228 if (tlist != NULL) 362 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 364 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
232 366
233 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
234 } 368 }
235 else 369 else
236 { /* use the style map */ 370 { /* use the style map */
237 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
239 } 373 }
240#endif 374#endif
241 { /* neither style_map no treasure list given */ 375 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 376 treasurelist *tlist = treasurelist::find ("chest");
243 377
244 the_chest->randomitems = tlist; 378 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 379 the_chest->stats.hp = n_treasures;
246 } 380 }
247 381
248 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
249 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
250 { 384 {
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
252 object *the_trap;
253 386
254 if (trap_map) 387 if (trap_map)
255 { 388 {
256 the_trap = pick_random_object (trap_map); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
257 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
259 if (the_trap) 394 if (the_trap)
260 { 395 {
261 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
262 397
263 new_trap = arch_to_object (the_trap->arch);
264 new_trap->copy_to (the_trap);
265 new_trap->x = x; 398 new_trap->x = x;
266 new_trap->y = y; 399 new_trap->y = y;
267 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
268 } 401 }
269 } 402 }
270 } 403 }
271 404
272 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
273 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
274 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 409 {
278 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
279
280 sprintf (keybuf, "%d", (int) RANDOM ());
281 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
283 } 412 }
284 413
285 /* actually place the chest. */ 414 /* actually place the chest. */
286 the_chest->x = xl; 415 the_chest->x = xl;
287 the_chest->y = yl; 416 the_chest->y = yl;
288 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
289 return the_chest; 418 return the_chest;
290} 419}
291 420
292
293/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
294 or walls */ 422static object *
295object *
296find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
297{ 424{
298 int i; 425 int i;
299 426
300 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
301 { 428 {
302 int lx, ly; 429 int lx, ly;
303 430
304 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
305 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
306 /* boundscheck */ 433 /* boundscheck */
307 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
308 /* 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. */
309 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
310 { 437 {
311 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
312 439
313 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
314 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
315 return the_monster; 444 return the_monster;
316 } 445 }
317 } 446 }
318 return NULL; 447 return NULL;
319} 448}
320 449
321
322
323/* places keys in the map, preferably in something alive.
324 keycode is the key's code,
325 door_flag is either PASS_DOORS or NO_PASS_DOORS.
326 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
327 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
329
330 The idea is that you call keyplace on x,y where a door is, and it'll make
331 sure a key is placed on both sides of the door.
332*/
333int
334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
335{
336 int i, j;
337 int kx = 0, ky = 0;
338 object *the_keymaster; /* the monster that gets the key. */
339 object *the_key;
340
341 /* get a key and set its keycode */
342 the_key = get_archetype ("key2");
343 the_key->slaying = keycode;
344
345 if (door_flag == PASS_DOORS)
346 {
347 int tries = 0;
348
349 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster)
351 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
354 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP);
356 }
357
358 /* if we don't find a good keymaster, drop the key on the ground. */
359 if (!the_keymaster)
360 {
361 int freeindex;
362
363 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
369 }
370
371 // can freeindex ever be < 0?
372 if (freeindex >= 0)
373 {
374 kx += freearr_x [freeindex];
375 ky += freearr_y [freeindex];
376 }
377 }
378 }
379 else
380 { /* NO_PASS_DOORS --we have to work harder. */
381 /* don't try to keyplace if we're sitting on a blocked square and
382 NO_PASS_DOORS is set. */
383 if (n_keys == 1)
384 {
385 if (wall_blocked (map, x, y))
386 return 0;
387
388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 }
392 else
393 {
394 int sum = 0; /* count how many keys we actually place */
395
396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
403 { /* diagonally this time. */
404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 }
409
410 return 1;
411 }
412 }
413
414 if (!the_keymaster)
415 {
416 the_key->x = kx;
417 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1;
420 }
421
422 insert_ob_in_ob (the_key, the_keymaster);
423 return 1;
424}
425
426
427
428/* 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. */
429 451
430object *theMonsterToFind; 452static object *theMonsterToFind;
431 453
432/* 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.
433 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 */
434 456static object *
435object *
436find_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)
437{ 458{
438 int i, j; 459 int i, j;
439 460
440 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
441 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
442 return theMonsterToFind; 463 return theMonsterToFind;
443 464
444 /* bounds check x and y */ 465 /* bounds check x and y */
445 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
446 return theMonsterToFind; 467 return theMonsterToFind;
447 468
448 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
449 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
450 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
451 472
452 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
453 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
454 layout[x][y] = 1; 475 maze[x][y] = 1;
455 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
456 { 477 {
457 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
458 479
459 /* check off this point */ 480 /* check off this point */
460 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);
461 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
462 { 483 {
463 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
464 return theMonsterToFind; 485 return theMonsterToFind;
465 } 486 }
466 } 487 }
467 488
468 /* 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 */
469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
470 { 491 {
471 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));
472 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
473 return theMonsterToFind; 494 return theMonsterToFind;
474 } 495 }
496
475 return theMonsterToFind; 497 return theMonsterToFind;
476} 498}
477
478 499
479/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
480 real work. */ 501 real work. */
481 502static object *
482object *
483find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
484{ 504{
485 char **layout2; 505 layout layout2 (map->width, map->height);
486 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;
487 511
488 theMonsterToFind = 0; 512 theMonsterToFind = 0;
489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
490 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++)
492 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
499 }
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
501
502 /* deallocate the temp. layout */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]);
506 }
507 free (layout2);
508 514
509 return theMonsterToFind; 515 return theMonsterToFind;
510} 516}
511
512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
513int *room_free_spots_x;
514int *room_free_spots_y;
515int number_of_free_spots_in_room;
516 517
517/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
518a 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
519that datastructure. */ 520that datastructure. */
520void 521static void
521find_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)
522{ 523{
523 int i, j;
524
525 /* bounds check x and y */ 524 /* bounds check x and y */
526 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
527 return; 526 return;
528 527
529 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
530 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
531 return; 530 return;
532 531
533 /* 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.
534 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
535 /* check off this point */ 534 /* check off this point */
536 layout[x][y] = 1; 535 maze[x][y] = 1;
537 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
538 room_free_spots_y[number_of_free_spots_in_room] = y;
539 number_of_free_spots_in_room++;
540 537
541 /* 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 */
542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 539 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
543 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));
544 541
545} 542}
546 543
547/* 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. */
548void 545static void
549find_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)
550{ 547{
551 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
552 int i, j;
553 549
554 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
555 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
556 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
557 551
558 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
559 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
560 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
561 { 554 for (int j = 0; j < map->height; j++)
562 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
563 for (j = 0; j < RP->Ysize; j++)
564 if (wall_blocked (map, i, j))
565 layout2[i][j] = '#';
566 }
567 556
568 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
570 559
571 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
572 {
573 i = RANDOM () % number_of_free_spots_in_room;
574 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i];
576 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
577 563
578 /* deallocate the temp. layout */ 564 *kx = p.x;
579 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
580 free (layout2[i]); 566 }
581
582 free (layout2);
583 free (room_free_spots_x);
584 free (room_free_spots_y);
585} 567}
586
587 568
588/* 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
589 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
590 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
591void 572static void
592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
593{ 574{
594 int x, y; 575 int x, y;
595 int i; 576 int i;
596 577
597 x = *cx; 578 x = *cx;
599 580
600 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
601 { 582 {
602 int lx, ly, sindex; 583 int lx, ly, sindex;
603 584
604 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
605 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
606 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
607 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
608 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
609 { 590 {
610 *cx = lx; 591 *cx = lx;
611 *cy = ly; 592 *cy = ly;
617 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
618 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
619 { 600 {
620 int lx, ly, sindex; 601 int lx, ly, sindex;
621 602
622 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
623 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
624 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
625 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
626 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)
627 { 608 {
628 *cx = lx; 609 *cx = lx;
629 *cy = ly; 610 *cy = ly;
634 /* settle for one surround point */ 615 /* settle for one surround point */
635 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
636 { 617 {
637 int lx, ly, sindex; 618 int lx, ly, sindex;
638 619
639 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
640 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
641 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
642 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
643 if (sindex) 624 if (sindex)
644 { 625 {
645 *cx = lx; 626 *cx = lx;
646 *cy = ly; 627 *cy = ly;
647 return; 628 return;
648 } 629 }
649 } 630 }
650 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
651 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);
652 633
653 if (i != -1) 634 if (i != -1)
654 { 635 {
655 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
656 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
657 } 638 }
658 else 639 else
659 { 640 {
660 /* indicate failure */ 641 /* indicate failure */
661 *cx = -1; 642 *cx = -1;
662 *cy = -1; 643 *cy = -1;
663 } 644 }
664} 645}
665 646
666void 647static void
667remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
668{ 649{
669 object *tmp;
670
671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 651 {
674 if (tmp->head) 652 object *next = tmp->above;
675 tmp = tmp->head; 653
676 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
677 tmp->destroy (); 655 tmp->head_ ()->destroy ();
678 tmp = GET_MAP_OB (map, x, y); 656
679 if (tmp == NULL) 657 tmp = next;
680 break;
681 }; 658 }
682} 659}
683 660
684/* 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
685 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
686 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
687object ** 664static object **
688surround_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)
689{ 666{
690 int i; 667 int i;
691 char *doors[2]; 668 const char *doors[2];
692 object **doorlist; 669 object **doorlist;
693 int ndoors_made = 0; 670 int ndoors_made = 0;
694 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 */
695 672
696 /* 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 */
706 } 683 }
707 684
708 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
709 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
710 { 687 {
711 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
712 689
713 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
714 { /* place a door */ 691 { /* place a door */
715 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
716 693
717 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]);
718 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
719 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
720 ndoors_made++; 697 ndoors_made++;
721 } 698 }
722 } 699 }
723 700
724 return doorlist; 701 return doorlist;
725} 702}
726 703
727
728/* 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. */
729object * 705static object *
730door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
731{ 707{
732 object *tmp;
733
734 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)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 710 return tmp;
711
737 return NULL; 712 return NULL;
738} 713}
739 714
740
741/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
742void 716static void
743find_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)
744{ 718{
745 int i, j; 719 int i, j;
746 object *door; 720 object *door;
747 721
748 /* bounds check x and y */ 722 /* bounds check x and y */
749 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
750 return; 724 return;
751 725
752 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
753 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
754 return; 728 return;
755 729
756 /* check off this point */ 730 /* check off this point */
757 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
758 { /* there could be a door here */ 732 { /* there could be a door here */
759 layout[x][y] = 1; 733 maze[x][y] = 1;
760 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
761 if (door) 735 if (door)
762 { 736 {
763 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
764 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
765 { 740 {
766 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");
767 return; 742 return;
768 } 743 }
770 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
771 } 746 }
772 } 747 }
773 else 748 else
774 { 749 {
775 layout[x][y] = 1; 750 maze[x][y] = 1;
751
776 /* 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 */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 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);
779 } 757 }
780} 758}
781 759
782/* 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. */
783object ** 761static object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
785{ 763{
786 char **layout2;
787 object **doorlist;
788 int i, j; 764 int i, j;
789 int ndoors = 0; 765 int ndoors = 0;
790 766
791 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
792 768
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
794 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
799 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
803 }
804 776
805 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
807 779
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 780 return doorlist;
814} 781}
815
816
817 782
818/* 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
819 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
820 785static void
821void
822lock_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)
823{ 787{
824 object *door; 788 object *door;
825 int i; 789 int i;
826 790
827 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
828 792
829 if (opts & DOORED) 793 if (opts & DOORED)
830 { 794 {
831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
832 { 796 {
833 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
834 char keybuf[1024];
835 798
836 door = doorlist[i]; 799 door = doorlist[i];
837 new_door->face = door->face; 800 new_door->face = door->face;
838 new_door->x = door->x; 801 new_door->x = door->x;
839 new_door->y = door->y; 802 new_door->y = door->y;
840 door->remove ();
841 door->destroy (); 803 door->destroy ();
842 doorlist[i] = new_door; 804 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
845 new_door->slaying = keybuf;
846 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);
847 } 808 }
848 } 809 }
849 810
850 /* 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. */
851 if (opts & HIDDEN) 812 if (opts & HIDDEN)
860 { 821 {
861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
865 door->face = wallface->face; 827 door->face = wallface->face;
866 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
867 wallface->remove ();
868 wallface->destroy (); 829 wallface->destroy ();
869 } 830 }
870 } 831 }
871 } 832 }
872} 833}

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