--- deliantra/server/random_maps/treasure.C 2007/04/15 14:15:14 1.27 +++ deliantra/server/random_maps/treasure.C 2018/11/17 23:40:02 1.67 @@ -1,31 +1,32 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2001 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * - * The authors can be reached via e-mail at + * The authors can be reached via e-mail to */ /* placing treasure in maps, where appropriate. */ #include -#include +#include #include /* some defines for various options which can be set. */ @@ -43,12 +44,133 @@ #define NO_PASS_DOORS 0 #define PASS_DOORS 1 +static object *find_closest_monster (maptile *map, int x, int y); +static object *find_monster_in_room (maptile *map, int x, int y); +static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky); +static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); +static object **find_doors_in_room (maptile *map, int x, int y); +static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); +static void find_enclosed_spot (maptile *map, int *cx, int *cy); +static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); + /* a macro to get a strongly centered random distribution, from 0 to x, centered at x/2 */ static int bc_random (int x) { - return (rndm (x) + rndm (x) + rndm (x)) / 3; + return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; +} + +static object * +gen_key (const shstr &keycode) +{ + /* get a key and set its keycode */ + object *key = archetype::get (shstr_key_random_map); + key->slaying = keycode; + return key; +} + +/* places keys in the map, preferably in something alive. + keycode is the key's code, + door_flag is either PASS_DOORS or NO_PASS_DOORS. + NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. + if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: + it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. + + The idea is that you call keyplace on x,y where a door is, and it'll make + sure a key is placed on both sides of the door. +*/ +static int +keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) +{ + int i, j; + int kx = 0, ky = 0; + object *the_keymaster; /* the monster that gets the key. */ + object *the_key = gen_key (keycode); + + if (door_flag == PASS_DOORS) + { + int tries = 0; + + the_keymaster = 0; + while (tries < 15 && !the_keymaster) + { + i = rmg_rndm (map->width - 2) + 1; + j = rmg_rndm (map->height - 2) + 1; + tries++; + the_keymaster = find_closest_monster (map, i, j); + } + + /* if we don't find a good keymaster, drop the key on the ground. */ + if (!the_keymaster) + { + int freeindex; + + freeindex = -1; + for (tries = 0; tries < 15 && freeindex == -1; tries++) + { + kx = rmg_rndm (map->width - 2) + 1; + ky = rmg_rndm (map->height - 2) + 1; + freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); + } + + // can freeindex ever be < 0? + if (freeindex >= 0) + { + kx += DIRX (freeindex); + ky += DIRY (freeindex); + } + } + } + else + { /* NO_PASS_DOORS --we have to work harder. */ + /* don't try to keyplace if we're sitting on a blocked square and + NO_PASS_DOORS is set. */ + if (n_keys == 1) + { + if (wall_blocked (map, x, y)) + { + the_key->destroy (); + return 0; + } + + the_keymaster = find_monster_in_room (map, x, y); + if (!the_keymaster) /* if fail, find a spot to drop the key. */ + find_spot_in_room (map, x, y, &kx, &ky); + } + else + { + int sum = 0; /* count how many keys we actually place */ + + /* I'm lazy, so just try to place in all 4 directions. */ + sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); + sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); + sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); + sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); + + if (sum < 2) /* we might have made a disconnected map-place more keys. */ + { /* diagonally this time. */ + keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); + keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); + keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); + keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); + } + + the_key->destroy (); + return 1; + } + } + + if (the_keymaster) + the_keymaster->head_ ()->insert (the_key); + else + { + the_key->x = kx; + the_key->y = ky; + insert_ob_in_map (the_key, map, NULL, 0); + } + + return 1; } /* returns true if square x,y has P_NO_PASS set, which is true for walls @@ -65,18 +187,15 @@ return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; } -/* place treasures in the map, given the +/* place treasures in the map, given the map, (required) -layout, (required) +maze, (required) treasure style (may be empty or NULL, or "none" to cause no treasure.) treasureoptions (may be 0 for random choices or positive) */ void -place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) +place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) { - char styledirname[1024]; - char stylefilepath[1024]; - maptile *style_map = 0; int num_treasures; /* bail out if treasure isn't wanted. */ @@ -85,12 +204,12 @@ return; if (treasureoptions <= 0) - treasureoptions = rndm (2 * LAST_OPTION); + treasureoptions = rmg_rndm (2 * LAST_OPTION); /* filter out the mutually exclusive options */ if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) { - if (rndm (2)) + if (rmg_rndm (2)) treasureoptions -= 1; else treasureoptions -= 2; @@ -108,20 +227,17 @@ return; /* get the style map */ - sprintf (styledirname, "%s", "/styles/treasurestyles"); - sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); - style_map = find_style (styledirname, treasure_style, -1); + maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); if (!style_map) { - LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); + LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); return; } /* all the treasure at one spot in the map. */ if (treasureoptions & CONCENTRATED) { - /* map_layout_style global, and is previously set */ switch (RP->map_layout_style) { @@ -136,21 +252,23 @@ { for (j = 0; j < RP->Ysize; j++) { - if (layout[i][j] == 'C' || layout[i][j] == '>') + if (maze[i][j] == 'C' || maze[i][j] == '>') { int tdiv = RP->symmetry_used; - object **doorlist; object *chest; if (tdiv == 3) tdiv = 2; /* this symmetry uses a divisor of 2 */ + /* don't put a chest on an exit. */ chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); + if (!chest) continue; /* if no chest was placed NEXT */ + if (treasureoptions & (DOORED | HIDDEN)) { - doorlist = find_doors_in_room (map, i, j, RP); + object **doorlist = find_doors_in_room (map, i, j); lock_and_hide_doors (doorlist, map, treasureoptions, RP); free (doorlist); } @@ -159,6 +277,7 @@ } break; } + default: { int i, j, tries; @@ -169,21 +288,27 @@ tries = 0; while (i == -1 && tries < 100) { - i = rndm (RP->Xsize - 2) + 1; - j = rndm (RP->Ysize - 2) + 1; - find_enclosed_spot (map, &i, &j, RP); + i = rmg_rndm (RP->Xsize - 2) + 1; + j = rmg_rndm (RP->Ysize - 2) + 1; + + find_enclosed_spot (map, &i, &j); + if (wall_blocked (map, i, j)) i = -1; + tries++; } + chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); + if (!chest) return; + i = chest->x; j = chest->y; if (treasureoptions & (DOORED | HIDDEN)) { - doorlist = surround_by_doors (map, layout, i, j, treasureoptions); + doorlist = surround_by_doors (map, maze, i, j, treasureoptions); lock_and_hide_doors (doorlist, map, treasureoptions, RP); free (doorlist); } @@ -191,13 +316,13 @@ } } else - { /* DIFFUSE treasure layout */ + { /* DIFFUSE treasure maze */ int ti, i, j; for (ti = 0; ti < num_treasures; ti++) { - i = rndm (RP->Xsize - 2) + 1; - j = rndm (RP->Ysize - 2) + 1; + i = rmg_rndm (RP->Xsize - 2) + 1; + j = rmg_rndm (RP->Ysize - 2) + 1; place_chest (treasureoptions, i, j, map, style_map, 1, RP); } } @@ -206,25 +331,21 @@ /* put a chest into the map, near x and y, with the treasure style determined (may be null, or may be a treasure list from lib/treasures, if the global variable "treasurestyle" is set to that treasure list's name */ - -object * +static object * place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) { - object *the_chest; - int i, xl, yl; - - the_chest = get_archetype ("chest"); /* was "chest_2" */ + object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ /* first, find a place to put the chest. */ - i = find_first_free_spot (the_chest, map, x, y); + int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng if (i == -1) { the_chest->destroy (); return NULL; } - xl = x + freearr_x[i]; - yl = y + freearr_y[i]; + int xl = x + DIRX (i); + int yl = y + DIRY (i); /* if the placement is blocked, return a fail. */ if (wall_blocked (map, xl, yl)) @@ -241,9 +362,9 @@ if (tlist != NULL) for (ti = 0; ti < n_treasures; ti++) { /* use the treasure list */ - object *new_treasure = style_map->pick_random_object (); + object *new_treasure = style_map->pick_random_object (rmg_rndm); - insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); + insert_ob_in_ob (new_treasure->arch->instance (), the_chest); } else { /* use the style map */ @@ -252,7 +373,7 @@ } #endif { /* neither style_map no treasure list given */ - treasurelist *tlist = find_treasurelist ("chest"); + treasurelist *tlist = treasurelist::find ("chest"); the_chest->randomitems = tlist; the_chest->stats.hp = n_treasures; @@ -261,20 +382,19 @@ /* stick a trap in the chest if required */ if (treasureoptions & TRAPPED) { - maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); - object *the_trap; + maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); if (trap_map) { - the_trap = trap_map->pick_random_object (); + object *the_trap = trap_map->pick_random_object (rmg_rndm); + the_trap->stats.Cha = 10 + RP->difficulty; the_trap->level = bc_random ((3 * RP->difficulty) / 2); + if (the_trap) { - object *new_trap; + object *new_trap = the_trap->arch->instance ();//TODO: why not clone? - new_trap = arch_to_object (the_trap->arch); - new_trap->copy_to (the_trap); new_trap->x = x; new_trap->y = y; insert_ob_in_ob (new_trap, the_chest); @@ -287,11 +407,8 @@ there's only 1 treasure.... */ if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) { - char keybuf[1024]; - - sprintf (keybuf, "%d", rndm (1000000000)); - the_chest->slaying = keybuf; - keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); + the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); + keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); } /* actually place the chest. */ @@ -301,11 +418,9 @@ return the_chest; } - -/* finds the closest monster and returns him, regardless of doors - or walls */ -object * -find_closest_monster (maptile *map, int x, int y, random_map_params *RP) +/* finds the closest monster and returns him, regardless of doors or walls */ +static object * +find_closest_monster (maptile *map, int x, int y) { int i; @@ -313,139 +428,33 @@ { int lx, ly; - lx = x + freearr_x[i]; - ly = y + freearr_y[i]; + lx = x + DIRX (i); + ly = y + DIRY (i); /* boundscheck */ - if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) + if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) /* don't bother searching this square unless the map says life exists. */ if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) { object *the_monster = GET_MAP_OB (map, lx, ly); - for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); - if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) + for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) + ; + + if (the_monster && the_monster->flag [FLAG_MONSTER]) return the_monster; } } return NULL; } - - -/* places keys in the map, preferably in something alive. - keycode is the key's code, - door_flag is either PASS_DOORS or NO_PASS_DOORS. - NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. - if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: - it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. - - The idea is that you call keyplace on x,y where a door is, and it'll make - sure a key is placed on both sides of the door. -*/ -int -keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) -{ - int i, j; - int kx = 0, ky = 0; - object *the_keymaster; /* the monster that gets the key. */ - object *the_key; - - /* get a key and set its keycode */ - the_key = get_archetype ("key2"); - the_key->slaying = keycode; - - if (door_flag == PASS_DOORS) - { - int tries = 0; - - the_keymaster = 0; - while (tries < 15 && !the_keymaster) - { - i = rndm (RP->Xsize - 2) + 1; - j = rndm (RP->Ysize - 2) + 1; - tries++; - the_keymaster = find_closest_monster (map, i, j, RP); - } - - /* if we don't find a good keymaster, drop the key on the ground. */ - if (!the_keymaster) - { - int freeindex; - - freeindex = -1; - for (tries = 0; tries < 15 && freeindex == -1; tries++) - { - kx = rndm (RP->Xsize - 2) + 1; - ky = rndm (RP->Ysize - 2) + 1; - freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); - } - - // can freeindex ever be < 0? - if (freeindex >= 0) - { - kx += freearr_x [freeindex]; - ky += freearr_y [freeindex]; - } - } - } - else - { /* NO_PASS_DOORS --we have to work harder. */ - /* don't try to keyplace if we're sitting on a blocked square and - NO_PASS_DOORS is set. */ - if (n_keys == 1) - { - if (wall_blocked (map, x, y)) - return 0; - - the_keymaster = find_monster_in_room (map, x, y, RP); - if (!the_keymaster) /* if fail, find a spot to drop the key. */ - find_spot_in_room (map, x, y, &kx, &ky, RP); - } - else - { - int sum = 0; /* count how many keys we actually place */ - - /* I'm lazy, so just try to place in all 4 directions. */ - sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); - sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); - sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); - sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); - - if (sum < 2) /* we might have made a disconnected map-place more keys. */ - { /* diagonally this time. */ - keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); - keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); - keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); - keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); - } - - return 1; - } - } - - if (!the_keymaster) - { - the_key->x = kx; - the_key->y = ky; - insert_ob_in_map (the_key, map, NULL, 0); - return 1; - } - - insert_ob_in_ob (the_key, the_keymaster); - return 1; -} - - - /* both find_monster_in_room routines need to have access to this. */ -object *theMonsterToFind; +static object *theMonsterToFind; /* a recursive routine which will return a monster, eventually,if there is one. - it does a check-off on the layout, converting 0's to 1's */ - -object * -find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) + it does a check-off on the maze, converting 0's to 1's */ +static object * +find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) { int i, j; @@ -454,23 +463,23 @@ return theMonsterToFind; /* bounds check x and y */ - if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) + if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) return theMonsterToFind; /* if the square is blocked or searched already, leave */ - if (layout[x][y] != 0) + if (maze[x][y] != 0) return theMonsterToFind; /* might be NULL, that's fine. */ /* check the current square for a monster. If there is one, set theMonsterToFind and return it. */ - layout[x][y] = 1; + maze[x][y] = 1; if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) { object *the_monster = GET_MAP_OB (map, x, y); /* check off this point */ - for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); - if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) + for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); + if (the_monster && the_monster->flag [FLAG_ALIVE]) { theMonsterToFind = the_monster; return theMonsterToFind; @@ -478,130 +487,90 @@ } /* now search all the 8 squares around recursively for a monster,in random order */ - for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) + for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) { - theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); - if (theMonsterToFind != NULL) + theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); + if (theMonsterToFind) return theMonsterToFind; } + return theMonsterToFind; } - /* sets up some data structures: the _recursive form does the real work. */ - -object * -find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) +static object * +find_monster_in_room (maptile *map, int x, int y) { - char **layout2; - int i, j; + layout layout2 (map->width, map->height); - theMonsterToFind = 0; - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); - /* allocate and copy the layout, converting C to 0. */ - for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } - } - theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); + // find walls + for (int i = 0; i < layout2.w; i++) + for (int j = 0; j < layout2.h; j++) + layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - { - free (layout2[i]); - } - free (layout2); + theMonsterToFind = 0; + theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); return theMonsterToFind; } -/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ -int *room_free_spots_x; -int *room_free_spots_y; -int number_of_free_spots_in_room; - /* the workhorse routine, which finds the free spots in a room: a datastructure of free points is set up, and a position chosen from that datastructure. */ -void -find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) +static void +find_spot_in_room_recursive (layout &maze, fixed_stack &spots, int x, int y) { - int i, j; - /* bounds check x and y */ - if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) + if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) return; /* if the square is blocked or searched already, leave */ - if (layout[x][y] != 0) + if (maze[x][y] != 0) return; /* set the current square as checked, and add it to the list. set theMonsterToFind and return it. */ /* check off this point */ - layout[x][y] = 1; - room_free_spots_x[number_of_free_spots_in_room] = x; - room_free_spots_y[number_of_free_spots_in_room] = y; - number_of_free_spots_in_room++; + maze[x][y] = 1; + spots.push (point (x, y)); /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) - find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); + for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) + find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1)); } /* find a random non-blocked spot in this room to drop a key. */ -void -find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) +static void +find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) { - char **layout2; - int i, j; + fixed_stack spots (map->width * map->height); - number_of_free_spots_in_room = 0; - room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); - room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); - - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); - /* allocate and copy the layout, converting C to 0. */ - for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } + layout layout2 (map->width, map->height); + + /* allocate and copy the maze, converting C to 0. */ + for (int i = 0; i < map->width; i++) + for (int j = 0; j < map->height; j++) + layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; /* setup num_free_spots and room_free_spots */ - find_spot_in_room_recursive (layout2, x, y, RP); + find_spot_in_room_recursive (layout2, spots, x, y); - if (number_of_free_spots_in_room > 0) + if (spots.size) { - i = rndm (number_of_free_spots_in_room); - *kx = room_free_spots_x[i]; - *ky = room_free_spots_y[i]; - } + point p = spots [rmg_rndm (spots.size)]; - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - free (layout2[i]); - - free (layout2); - free (room_free_spots_x); - free (room_free_spots_y); + *kx = p.x; + *ky = p.y; + } } - /* searches the map for a spot with walls around it. The more walls the better, but it'll settle for 1 wall, or even 0, but it'll return 0 if no FREE spots are found.*/ -void -find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) +static void +find_enclosed_spot (maptile *map, int *cx, int *cy) { int x, y; int i; @@ -613,9 +582,9 @@ { int lx, ly, sindex; - lx = x + freearr_x[i]; - ly = y + freearr_y[i]; - sindex = surround_flag3 (map, lx, ly, RP); + lx = x + DIRX (i); + ly = y + DIRY (i); + sindex = surround_flag3 (map, lx, ly); /* if it's blocked on 3 sides, it's enclosed */ if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) { @@ -631,9 +600,9 @@ { int lx, ly, sindex; - lx = x + freearr_x[i]; - ly = y + freearr_y[i]; - sindex = surround_flag3 (map, lx, ly, RP); + lx = x + DIRX (i); + ly = y + DIRY (i); + sindex = surround_flag3 (map, lx, ly); /* if it's blocked on 3 sides, it's enclosed */ if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) { @@ -648,9 +617,9 @@ { int lx, ly, sindex; - lx = x + freearr_x[i]; - ly = y + freearr_y[i]; - sindex = surround_flag3 (map, lx, ly, RP); + lx = x + DIRX (i); + ly = y + DIRY (i); + sindex = surround_flag3 (map, lx, ly); /* if it's blocked on 3 sides, it's enclosed */ if (sindex) { @@ -660,12 +629,12 @@ } } /* give up and return the closest free spot. */ - i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); + i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); if (i != -1) { - *cx = x + freearr_x[i]; - *cy = y + freearr_y[i]; + *cx = x + DIRX (i); + *cy = y + DIRY (i); } else { @@ -675,29 +644,25 @@ } } -void +static void remove_monsters (int x, int y, maptile *map) { - object *tmp; + for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) + { + object *next = tmp->above; + + if (tmp->flag [FLAG_ALIVE]) + tmp->head_ ()->destroy (); - for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) - if (QUERY_FLAG (tmp, FLAG_ALIVE)) - { - if (tmp->head) - tmp = tmp->head; - tmp->remove (); - tmp->destroy (); - tmp = GET_MAP_OB (map, x, y); - if (tmp == NULL) - break; - }; + tmp = next; + } } /* surrounds the point x,y by doors, so as to enclose something, like a chest. It only goes as far as the 8 squares surrounding, and it'll remove any monsters it finds.*/ -object ** -surround_by_doors (maptile *map, char **layout, int x, int y, int opts) +static object ** +surround_by_doors (maptile *map, char **maze, int x, int y, int opts) { int i; const char *doors[2]; @@ -720,13 +685,13 @@ /* place doors in all the 8 adjacent unblocked squares. */ for (i = 1; i < 9; i++) { - int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; + int x1 = x + DIRX (i), y1 = y + DIRY (i); - if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') + if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') { /* place a door */ remove_monsters (x1, y1, map); - object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); + object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]); map->insert (new_door, x1, y1); doorlist[ndoors_made] = new_door; ndoors_made++; @@ -736,43 +701,41 @@ return doorlist; } - /* returns the first door in this square, or NULL if there isn't a door. */ -object * +static object * door_in_square (maptile *map, int x, int y) { - object *tmp; - - for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) return tmp; + return NULL; } - /* the workhorse routine, which finds the doors in a room */ -void -find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) +static void +find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) { int i, j; object *door; /* bounds check x and y */ - if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) + if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) return; /* if the square is blocked or searched already, leave */ - if (layout[x][y] == 1) + if (maze[x][y] == 1) return; /* check off this point */ - if (layout[x][y] == '#') + if (maze[x][y] == '#') { /* there could be a door here */ - layout[x][y] = 1; + maze[x][y] = 1; door = door_in_square (map, x, y); if (door) { doorlist[*ndoors] = door; + if (*ndoors > 1022) /* eek! out of memory */ { LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); @@ -784,56 +747,42 @@ } else { - layout[x][y] = 1; + maze[x][y] = 1; /* now search all the 8 squares around recursively for free spots,in random order */ - for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) - find_doors_in_room_recursive (layout, map, - x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], - doorlist, ndoors, RP); + for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) + find_doors_in_room_recursive (maze, map, + x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1), + doorlist, ndoors); } } /* find a random non-blocked spot in this room to drop a key. */ -object ** -find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) +static object ** +find_doors_in_room (maptile *map, int x, int y) { - char **layout2; - object **doorlist; int i, j; int ndoors = 0; - doorlist = (object **) calloc (sizeof (int), 1024); + object **doorlist = (object **)calloc (sizeof (int), 1024); - layout2 = (char **) calloc (sizeof (char *), RP->Xsize); - /* allocate and copy the layout, converting C to 0. */ - for (i = 0; i < RP->Xsize; i++) - { - layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); - for (j = 0; j < RP->Ysize; j++) - { - if (wall_blocked (map, i, j)) - layout2[i][j] = '#'; - } - } + layout layout2 (map->width, map->height); + layout2.clear (); - /* setup num_free_spots and room_free_spots */ - find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); + /* allocate and copy the maze, converting C to 0. */ + for (i = 0; i < map->width; i++) + for (j = 0; j < map->height; j++) + layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; - /* deallocate the temp. layout */ - for (i = 0; i < RP->Xsize; i++) - free (layout2[i]); + /* setup num_free_spots and room_free_spots */ + find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); - free (layout2); return doorlist; } - - /* locks and/or hides all the doors in doorlist, or does nothing if opts doesn't say to lock/hide doors. */ - -void +static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) { object *door; @@ -843,22 +792,19 @@ if (opts & DOORED) { - for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) + for (i = 0, door = doorlist[0]; doorlist[i]; i++) { - object *new_door = get_archetype ("locked_door1"); - char keybuf[1024]; + object *new_door = archetype::get (shstr_locked_door1); door = doorlist[i]; new_door->face = door->face; new_door->x = door->x; new_door->y = door->y; - door->remove (); door->destroy (); doorlist[i] = new_door; insert_ob_in_map (new_door, map, NULL, 0); - sprintf (keybuf, "%d", rndm (1000000000)); - new_door->slaying = keybuf; - keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); + new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); + keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); } } @@ -877,9 +823,9 @@ retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); + door->face = wallface->face; - if (!QUERY_FLAG (wallface, FLAG_REMOVED)) - wallface->remove (); + wallface->destroy (); } }