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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.23 by root, Sat Jan 27 00:56:48 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);
106 style_map = find_style (styledirname, treasure_style, -1);
107 231
108 if (!style_map) 232 if (!style_map)
109 { 233 {
110 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
111 return; 235 return;
112 } 236 }
113 237
114 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
115 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
116 { 240 {
117
118 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
119 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
120 { 243 {
121 case LAYOUT_ONION: 244 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
127 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
128 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
129 { 252 {
130 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
131 { 254 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
133 { 256 {
134 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 258 object *chest;
137 259
138 if (tdiv == 3) 260 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
140 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
141 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
142 if (!chest) 266 if (!chest)
143 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
144 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
145 { 270 {
146 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 273 free (doorlist);
149 } 274 }
150 } 275 }
151 } 276 }
152 } 277 }
153 break; 278 break;
154 } 279 }
280
155 default: 281 default:
156 { 282 {
157 int i, j, tries; 283 int i, j, tries;
158 object *chest; 284 object *chest;
159 object **doorlist; 285 object **doorlist;
160 286
161 i = j = -1; 287 i = j = -1;
162 tries = 0; 288 tries = 0;
163 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
164 { 290 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
167 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
168 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
169 i = -1; 297 i = -1;
298
170 tries++; 299 tries++;
171 } 300 }
301
172 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
173 if (!chest) 304 if (!chest)
174 return; 305 return;
306
175 i = chest->x; 307 i = chest->x;
176 j = chest->y; 308 j = chest->y;
177 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
178 { 310 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
180 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
181 free (doorlist); 313 free (doorlist);
182 } 314 }
183 } 315 }
184 } 316 }
185 } 317 }
186 else 318 else
187 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
188 int ti, i, j; 320 int ti, i, j;
189 321
190 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
191 { 323 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 327 }
196 } 328 }
197} 329}
198 330
199/* 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
200 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,
201 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 */
202 334static object *
203object *
204place_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)
205{ 336{
206 object *the_chest;
207 int i, xl, yl;
208
209 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
210 338
211 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
212 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
213 if (i == -1) 341 if (i == -1)
214 { 342 {
215 the_chest->destroy (); 343 the_chest->destroy ();
216 return NULL; 344 return NULL;
217 } 345 }
218 346
219 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
220 yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
221 349
222 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
223 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
224 return 0; 352 return 0;
225 353
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 361
234 if (tlist != NULL) 362 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 364 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
238 366
239 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
240 } 368 }
241 else 369 else
242 { /* use the style map */ 370 { /* use the style map */
243 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
245 } 373 }
246#endif 374#endif
247 { /* neither style_map no treasure list given */ 375 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 376 treasurelist *tlist = treasurelist::find ("chest");
249 377
250 the_chest->randomitems = tlist; 378 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 379 the_chest->stats.hp = n_treasures;
252 } 380 }
253 381
254 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
256 { 384 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
258 object *the_trap;
259 386
260 if (trap_map) 387 if (trap_map)
261 { 388 {
262 the_trap = pick_random_object (trap_map); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
263 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
265 if (the_trap) 394 if (the_trap)
266 { 395 {
267 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 397
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 398 new_trap->x = x;
272 new_trap->y = y; 399 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
274 } 401 }
275 } 402 }
276 } 403 }
277 404
278 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
279 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
280 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 409 {
284 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
289 } 412 }
290 413
291 /* actually place the chest. */ 414 /* actually place the chest. */
292 the_chest->x = xl; 415 the_chest->x = xl;
293 the_chest->y = yl; 416 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest; 418 return the_chest;
296} 419}
297 420
298
299/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
300 or walls */ 422static object *
301object *
302find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
303{ 424{
304 int i; 425 int i;
305 426
306 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
307 { 428 {
308 int lx, ly; 429 int lx, ly;
309 430
310 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
311 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
312 /* boundscheck */ 433 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
314 /* 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. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 437 {
317 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
318 439
319 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
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
321 return the_monster; 444 return the_monster;
322 } 445 }
323 } 446 }
324 return NULL; 447 return NULL;
325} 448}
326 449
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
342 int i, j;
343 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key;
346
347 /* get a key and set its keycode */
348 the_key = get_archetype ("key2");
349 the_key->slaying = keycode;
350
351 if (door_flag == PASS_DOORS)
352 {
353 int tries = 0;
354
355 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster)
357 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
360 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP);
362 }
363
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (!the_keymaster)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 }
376
377 // can freeindex ever be < 0?
378 if (freeindex >= 0)
379 {
380 kx += freearr_x [freeindex];
381 ky += freearr_y [freeindex];
382 }
383 }
384 }
385 else
386 { /* NO_PASS_DOORS --we have to work harder. */
387 /* don't try to keyplace if we're sitting on a blocked square and
388 NO_PASS_DOORS is set. */
389 if (n_keys == 1)
390 {
391 if (wall_blocked (map, x, y))
392 return 0;
393
394 the_keymaster = find_monster_in_room (map, x, y, RP);
395 if (!the_keymaster) /* if fail, find a spot to drop the key. */
396 find_spot_in_room (map, x, y, &kx, &ky, RP);
397 }
398 else
399 {
400 int sum = 0; /* count how many keys we actually place */
401
402 /* I'm lazy, so just try to place in all 4 directions. */
403 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
404 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
405 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
406 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407
408 if (sum < 2) /* we might have made a disconnected map-place more keys. */
409 { /* diagonally this time. */
410 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 }
415
416 return 1;
417 }
418 }
419
420 if (!the_keymaster)
421 {
422 the_key->x = kx;
423 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1;
426 }
427
428 insert_ob_in_ob (the_key, the_keymaster);
429 return 1;
430}
431
432
433
434/* 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. */
435 451
436object *theMonsterToFind; 452static object *theMonsterToFind;
437 453
438/* 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.
439 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 */
440 456static object *
441object *
442find_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)
443{ 458{
444 int i, j; 459 int i, j;
445 460
446 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
447 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
448 return theMonsterToFind; 463 return theMonsterToFind;
449 464
450 /* bounds check x and y */ 465 /* bounds check x and y */
451 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
452 return theMonsterToFind; 467 return theMonsterToFind;
453 468
454 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
455 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
456 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
457 472
458 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
459 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
460 layout[x][y] = 1; 475 maze[x][y] = 1;
461 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
462 { 477 {
463 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
464 479
465 /* check off this point */ 480 /* check off this point */
466 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);
467 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
468 { 483 {
469 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
470 return theMonsterToFind; 485 return theMonsterToFind;
471 } 486 }
472 } 487 }
473 488
474 /* 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 */
475 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++)
476 { 491 {
477 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));
478 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
479 return theMonsterToFind; 494 return theMonsterToFind;
480 } 495 }
496
481 return theMonsterToFind; 497 return theMonsterToFind;
482} 498}
483
484 499
485/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
486 real work. */ 501 real work. */
487 502static object *
488object *
489find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
490{ 504{
491 char **layout2; 505 layout layout2 (map->width, map->height);
492 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;
493 511
494 theMonsterToFind = 0; 512 theMonsterToFind = 0;
495 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
496 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++)
498 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#';
504 }
505 }
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
507
508 /* deallocate the temp. layout */
509 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]);
512 }
513 free (layout2);
514 514
515 return theMonsterToFind; 515 return theMonsterToFind;
516} 516}
517
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
519int *room_free_spots_x;
520int *room_free_spots_y;
521int number_of_free_spots_in_room;
522 517
523/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
524a 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
525that datastructure. */ 520that datastructure. */
526void 521static void
527find_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)
528{ 523{
529 int i, j;
530
531 /* bounds check x and y */ 524 /* bounds check x and y */
532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
533 return; 526 return;
534 527
535 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
536 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
537 return; 530 return;
538 531
539 /* set the current square as checked, and add it to the list. 532 /* set the current square as checked, and add it to the list.
540 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
541 /* check off this point */ 534 /* check off this point */
542 layout[x][y] = 1; 535 maze[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++;
546 537
547 /* 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 */
548 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++)
549 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));
550 541
551} 542}
552 543
553/* find a random non-blocked spot in this room to drop a key. */ 544/* find a random non-blocked spot in this room to drop a key. */
554void 545static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 546find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
556{ 547{
557 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 549
560 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 551
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
567 { 554 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
569 for (j = 0; j < RP->Ysize; j++)
570 if (wall_blocked (map, i, j))
571 layout2[i][j] = '#';
572 }
573 556
574 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
576 559
577 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
578 {
579 i = RANDOM () % number_of_free_spots_in_room;
580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i];
582 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
583 563
584 /* deallocate the temp. layout */ 564 *kx = p.x;
585 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
586 free (layout2[i]); 566 }
587
588 free (layout2);
589 free (room_free_spots_x);
590 free (room_free_spots_y);
591} 567}
592
593 568
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
597void 572static void
598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
599{ 574{
600 int x, y; 575 int x, y;
601 int i; 576 int i;
602 577
603 x = *cx; 578 x = *cx;
605 580
606 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
607 { 582 {
608 int lx, ly, sindex; 583 int lx, ly, sindex;
609 584
610 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
611 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
612 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
613 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
615 { 590 {
616 *cx = lx; 591 *cx = lx;
617 *cy = ly; 592 *cy = ly;
623 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
624 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
625 { 600 {
626 int lx, ly, sindex; 601 int lx, ly, sindex;
627 602
628 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
629 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
630 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
632 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)
633 { 608 {
634 *cx = lx; 609 *cx = lx;
635 *cy = ly; 610 *cy = ly;
640 /* settle for one surround point */ 615 /* settle for one surround point */
641 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
642 { 617 {
643 int lx, ly, sindex; 618 int lx, ly, sindex;
644 619
645 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
646 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
647 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
648 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
649 if (sindex) 624 if (sindex)
650 { 625 {
651 *cx = lx; 626 *cx = lx;
652 *cy = ly; 627 *cy = ly;
653 return; 628 return;
654 } 629 }
655 } 630 }
656 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
657 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);
658 633
659 if (i != -1) 634 if (i != -1)
660 { 635 {
661 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
662 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
663 } 638 }
664 else 639 else
665 { 640 {
666 /* indicate failure */ 641 /* indicate failure */
667 *cx = -1; 642 *cx = -1;
668 *cy = -1; 643 *cy = -1;
669 } 644 }
670} 645}
671 646
672void 647static void
673remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
674{ 649{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 651 {
680 if (tmp->head) 652 object *next = tmp->above;
681 tmp = tmp->head; 653
682 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 655 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 656
685 if (tmp == NULL) 657 tmp = next;
686 break;
687 }; 658 }
688} 659}
689 660
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
693object ** 664static object **
694surround_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)
695{ 666{
696 int i; 667 int i;
697 char *doors[2]; 668 const char *doors[2];
698 object **doorlist; 669 object **doorlist;
699 int ndoors_made = 0; 670 int ndoors_made = 0;
700 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 */
701 672
702 /* 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 */
712 } 683 }
713 684
714 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
716 { 687 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
718 689
719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
720 { /* place a door */ 691 { /* place a door */
721 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
722 693
723 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]);
724 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
725 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
726 ndoors_made++; 697 ndoors_made++;
727 } 698 }
728 } 699 }
729 700
730 return doorlist; 701 return doorlist;
731} 702}
732 703
733
734/* 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. */
735object * 705static object *
736door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
737{ 707{
738 object *tmp;
739
740 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)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 710 return tmp;
711
743 return NULL; 712 return NULL;
744} 713}
745 714
746
747/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
748void 716static void
749find_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)
750{ 718{
751 int i, j; 719 int i, j;
752 object *door; 720 object *door;
753 721
754 /* bounds check x and y */ 722 /* bounds check x and y */
755 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
756 return; 724 return;
757 725
758 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
759 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
760 return; 728 return;
761 729
762 /* check off this point */ 730 /* check off this point */
763 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
764 { /* there could be a door here */ 732 { /* there could be a door here */
765 layout[x][y] = 1; 733 maze[x][y] = 1;
766 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
767 if (door) 735 if (door)
768 { 736 {
769 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
770 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
771 { 740 {
772 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");
773 return; 742 return;
774 } 743 }
776 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
777 } 746 }
778 } 747 }
779 else 748 else
780 { 749 {
781 layout[x][y] = 1; 750 maze[x][y] = 1;
751
782 /* 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 */
783 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++)
784 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);
785 } 757 }
786} 758}
787 759
788/* 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. */
789object ** 761static object **
790find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
791{ 763{
792 char **layout2;
793 object **doorlist;
794 int i, j; 764 int i, j;
795 int ndoors = 0; 765 int ndoors = 0;
796 766
797 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 768
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
800 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
805 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#';
808 }
809 }
810 776
811 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
812 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
813 779
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 780 return doorlist;
820} 781}
821
822
823 782
824/* 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
825 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
826 785static void
827void
828lock_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)
829{ 787{
830 object *door; 788 object *door;
831 int i; 789 int i;
832 790
833 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
834 792
835 if (opts & DOORED) 793 if (opts & DOORED)
836 { 794 {
837 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
838 { 796 {
839 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
840 char keybuf[1024];
841 798
842 door = doorlist[i]; 799 door = doorlist[i];
843 new_door->face = door->face; 800 new_door->face = door->face;
844 new_door->x = door->x; 801 new_door->x = door->x;
845 new_door->y = door->y; 802 new_door->y = door->y;
846 door->remove ();
847 door->destroy (); 803 door->destroy ();
848 doorlist[i] = new_door; 804 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
851 new_door->slaying = keybuf;
852 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);
853 } 808 }
854 } 809 }
855 810
856 /* 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. */
857 if (opts & HIDDEN) 812 if (opts & HIDDEN)
866 { 821 {
867 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
871 door->face = wallface->face; 827 door->face = wallface->face;
872 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
873 wallface->remove ();
874 wallface->destroy (); 829 wallface->destroy ();
875 } 830 }
876 } 831 }
877 } 832 }
878} 833}

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