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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.28 by root, Mon Apr 16 06:23:42 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
46/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
48static int 58static int
49bc_random (int x) 59bc_random (int x)
50{ 60{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3; 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;
52} 174}
53 175
54/* 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
55 * and doors but not monsters. 177 * and doors but not monsters.
56 * This function is not map tile aware. 178 * This function is not map tile aware.
63 185
64 m->at (x, y).update (); 186 m->at (x, y).update ();
65 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
66} 188}
67 189
68/* place treasures in the map, given the 190/* place treasures in the map, given the
69map, (required) 191map, (required)
70layout, (required) 192maze, (required)
71treasure 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.)
72treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
73*/ 195*/
74void 196void
75place_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)
76{ 198{
77 char styledirname[1024];
78 char stylefilepath[1024];
79 maptile *style_map = 0;
80 int num_treasures; 199 int num_treasures;
81 200
82 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
83 if (treasure_style) 202 if (treasure_style)
84 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
85 return; 204 return;
86 205
87 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
88 treasureoptions = rndm (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
89 208
90 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
92 { 211 {
93 if (rndm (2)) 212 if (rmg_rndm (2))
94 treasureoptions -= 1; 213 treasureoptions -= 1;
95 else 214 else
96 treasureoptions -= 2; 215 treasureoptions -= 2;
97 } 216 }
98 217
106 225
107 if (num_treasures <= 0) 226 if (num_treasures <= 0)
108 return; 227 return;
109 228
110 /* get the style map */ 229 /* get the style map */
111 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
113 style_map = find_style (styledirname, treasure_style, -1);
114 231
115 if (!style_map) 232 if (!style_map)
116 { 233 {
117 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);
118 return; 235 return;
119 } 236 }
120 237
121 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
122 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
123 { 240 {
124
125 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
126 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
127 { 243 {
128 case LAYOUT_ONION: 244 case LAYOUT_ONION:
129 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
134 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
135 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
136 { 252 {
137 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
138 { 254 {
139 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
140 { 256 {
141 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
142 object **doorlist;
143 object *chest; 258 object *chest;
144 259
145 if (tdiv == 3) 260 if (tdiv == 3)
146 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
147 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
148 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
149 if (!chest) 266 if (!chest)
150 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
151 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
152 { 270 {
153 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist); 273 free (doorlist);
156 } 274 }
157 } 275 }
158 } 276 }
159 } 277 }
160 break; 278 break;
161 } 279 }
280
162 default: 281 default:
163 { 282 {
164 int i, j, tries; 283 int i, j, tries;
165 object *chest; 284 object *chest;
166 object **doorlist; 285 object **doorlist;
167 286
168 i = j = -1; 287 i = j = -1;
169 tries = 0; 288 tries = 0;
170 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
171 { 290 {
172 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
174 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
175 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
176 i = -1; 297 i = -1;
298
177 tries++; 299 tries++;
178 } 300 }
301
179 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
180 if (!chest) 304 if (!chest)
181 return; 305 return;
306
182 i = chest->x; 307 i = chest->x;
183 j = chest->y; 308 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
185 { 310 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
187 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
188 free (doorlist); 313 free (doorlist);
189 } 314 }
190 } 315 }
191 } 316 }
192 } 317 }
193 else 318 else
194 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
195 int ti, i, j; 320 int ti, i, j;
196 321
197 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
198 { 323 {
199 i = rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 327 }
203 } 328 }
204} 329}
205 330
206/* 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
207 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,
208 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 */
209 334static object *
210object *
211place_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)
212{ 336{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 338
218 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
219 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
220 if (i == -1) 341 if (i == -1)
221 { 342 {
222 the_chest->destroy (); 343 the_chest->destroy ();
223 return NULL; 344 return NULL;
224 } 345 }
225 346
226 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
227 yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
228 349
229 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
231 return 0; 352 return 0;
232 353
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 361
241 if (tlist != NULL) 362 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 364 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 366
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
247 } 368 }
248 else 369 else
249 { /* use the style map */ 370 { /* use the style map */
250 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
259 } 380 }
260 381
261 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
263 { 384 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
265 object *the_trap;
266 386
267 if (trap_map) 387 if (trap_map)
268 { 388 {
269 the_trap = trap_map->pick_random_object (); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
270 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
272 if (the_trap) 394 if (the_trap)
273 { 395 {
274 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 397
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 398 new_trap->x = x;
279 new_trap->y = y; 399 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
281 } 401 }
282 } 402 }
285 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
286 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
287 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 409 {
290 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
295 } 412 }
296 413
297 /* actually place the chest. */ 414 /* actually place the chest. */
298 the_chest->x = xl; 415 the_chest->x = xl;
299 the_chest->y = yl; 416 the_chest->y = yl;
300 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
301 return the_chest; 418 return the_chest;
302} 419}
303 420
304
305/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
306 or walls */ 422static object *
307object *
308find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
309{ 424{
310 int i; 425 int i;
311 426
312 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
313 { 428 {
314 int lx, ly; 429 int lx, ly;
315 430
316 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
317 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
318 /* boundscheck */ 433 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
320 /* 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. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 437 {
323 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
324 439
325 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
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
327 return the_monster; 444 return the_monster;
328 } 445 }
329 } 446 }
330 return NULL; 447 return NULL;
331} 448}
332 449
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345int
346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347{
348 int i, j;
349 int kx = 0, ky = 0;
350 object *the_keymaster; /* the monster that gets the key. */
351 object *the_key;
352
353 /* get a key and set its keycode */
354 the_key = get_archetype ("key2");
355 the_key->slaying = keycode;
356
357 if (door_flag == PASS_DOORS)
358 {
359 int tries = 0;
360
361 the_keymaster = 0;
362 while (tries < 15 && !the_keymaster)
363 {
364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
366 tries++;
367 the_keymaster = find_closest_monster (map, i, j, RP);
368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (!the_keymaster)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
389 }
390 }
391 else
392 { /* NO_PASS_DOORS --we have to work harder. */
393 /* don't try to keyplace if we're sitting on a blocked square and
394 NO_PASS_DOORS is set. */
395 if (n_keys == 1)
396 {
397 if (wall_blocked (map, x, y))
398 return 0;
399
400 the_keymaster = find_monster_in_room (map, x, y, RP);
401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
402 find_spot_in_room (map, x, y, &kx, &ky, RP);
403 }
404 else
405 {
406 int sum = 0; /* count how many keys we actually place */
407
408 /* I'm lazy, so just try to place in all 4 directions. */
409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
415 { /* diagonally this time. */
416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
431 return 1;
432 }
433
434 insert_ob_in_ob (the_key, the_keymaster);
435 return 1;
436}
437
438
439
440/* 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. */
441 451
442object *theMonsterToFind; 452static object *theMonsterToFind;
443 453
444/* 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.
445 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 */
446 456static object *
447object *
448find_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)
449{ 458{
450 int i, j; 459 int i, j;
451 460
452 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
453 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
454 return theMonsterToFind; 463 return theMonsterToFind;
455 464
456 /* bounds check x and y */ 465 /* bounds check x and y */
457 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
458 return theMonsterToFind; 467 return theMonsterToFind;
459 468
460 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
461 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
462 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
463 472
464 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
465 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
466 layout[x][y] = 1; 475 maze[x][y] = 1;
467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 { 477 {
469 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
470 479
471 /* check off this point */ 480 /* check off this point */
472 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);
473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
474 { 483 {
475 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
476 return theMonsterToFind; 485 return theMonsterToFind;
477 } 486 }
478 } 487 }
479 488
480 /* 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 */
481 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++)
482 { 491 {
483 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));
484 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
485 return theMonsterToFind; 494 return theMonsterToFind;
486 } 495 }
496
487 return theMonsterToFind; 497 return theMonsterToFind;
488} 498}
489
490 499
491/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
492 real work. */ 501 real work. */
493 502static object *
494object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
496{ 504{
497 char **layout2; 505 layout layout2 (map->width, map->height);
498 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;
499 511
500 theMonsterToFind = 0; 512 theMonsterToFind = 0;
501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
502 /* allocate and copy the layout, converting C to 0. */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
506 for (j = 0; j < RP->Ysize; j++)
507 {
508 if (wall_blocked (map, i, j))
509 layout2[i][j] = '#';
510 }
511 }
512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
513
514 /* deallocate the temp. layout */
515 for (i = 0; i < RP->Xsize; i++)
516 {
517 free (layout2[i]);
518 }
519 free (layout2);
520 514
521 return theMonsterToFind; 515 return theMonsterToFind;
522} 516}
523
524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
525int *room_free_spots_x;
526int *room_free_spots_y;
527int number_of_free_spots_in_room;
528 517
529/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
530a 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
531that datastructure. */ 520that datastructure. */
532void 521static void
533find_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)
534{ 523{
535 int i, j;
536
537 /* bounds check x and y */ 524 /* bounds check x and y */
538 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
539 return; 526 return;
540 527
541 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
542 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
543 return; 530 return;
544 531
545 /* 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.
546 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
547 /* check off this point */ 534 /* check off this point */
548 layout[x][y] = 1; 535 maze[x][y] = 1;
549 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
550 room_free_spots_y[number_of_free_spots_in_room] = y;
551 number_of_free_spots_in_room++;
552 537
553 /* 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 */
554 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++)
555 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));
556 541
557} 542}
558 543
559/* 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. */
560void 545static void
561find_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)
562{ 547{
563 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
564 int i, j;
565 549
566 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
567 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
569 551
570 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
571 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
573 { 554 for (int j = 0; j < map->height; j++)
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
575 for (j = 0; j < RP->Ysize; j++)
576 if (wall_blocked (map, i, j))
577 layout2[i][j] = '#';
578 }
579 556
580 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
581 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
582 559
583 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
584 {
585 i = rndm (number_of_free_spots_in_room);
586 *kx = room_free_spots_x[i];
587 *ky = room_free_spots_y[i];
588 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
589 563
590 /* deallocate the temp. layout */ 564 *kx = p.x;
591 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
592 free (layout2[i]); 566 }
593
594 free (layout2);
595 free (room_free_spots_x);
596 free (room_free_spots_y);
597} 567}
598
599 568
600/* 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
601 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
602 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
603void 572static void
604find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
605{ 574{
606 int x, y; 575 int x, y;
607 int i; 576 int i;
608 577
609 x = *cx; 578 x = *cx;
611 580
612 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
613 { 582 {
614 int lx, ly, sindex; 583 int lx, ly, sindex;
615 584
616 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
617 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
618 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
619 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
620 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
621 { 590 {
622 *cx = lx; 591 *cx = lx;
623 *cy = ly; 592 *cy = ly;
629 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
630 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
631 { 600 {
632 int lx, ly, sindex; 601 int lx, ly, sindex;
633 602
634 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
635 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
636 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
637 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
638 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)
639 { 608 {
640 *cx = lx; 609 *cx = lx;
641 *cy = ly; 610 *cy = ly;
646 /* settle for one surround point */ 615 /* settle for one surround point */
647 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
648 { 617 {
649 int lx, ly, sindex; 618 int lx, ly, sindex;
650 619
651 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
652 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
653 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
654 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
655 if (sindex) 624 if (sindex)
656 { 625 {
657 *cx = lx; 626 *cx = lx;
658 *cy = ly; 627 *cy = ly;
659 return; 628 return;
660 } 629 }
661 } 630 }
662 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
663 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);
664 633
665 if (i != -1) 634 if (i != -1)
666 { 635 {
667 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
668 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
669 } 638 }
670 else 639 else
671 { 640 {
672 /* indicate failure */ 641 /* indicate failure */
673 *cx = -1; 642 *cx = -1;
674 *cy = -1; 643 *cy = -1;
675 } 644 }
676} 645}
677 646
678void 647static void
679remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
680{ 649{
681 object *tmp;
682
683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 651 {
686 if (tmp->head) 652 object *next = tmp->above;
687 tmp = tmp->head; 653
688 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
689 tmp->destroy (); 655 tmp->head_ ()->destroy ();
690 tmp = GET_MAP_OB (map, x, y); 656
691 if (tmp == NULL) 657 tmp = next;
692 break;
693 }; 658 }
694} 659}
695 660
696/* surrounds the point x,y by doors, so as to enclose something, like 661/* surrounds the point x,y by doors, so as to enclose something, like
697 a chest. It only goes as far as the 8 squares surrounding, and 662 a chest. It only goes as far as the 8 squares surrounding, and
698 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
699object ** 664static object **
700surround_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)
701{ 666{
702 int i; 667 int i;
703 const char *doors[2]; 668 const char *doors[2];
704 object **doorlist; 669 object **doorlist;
705 int ndoors_made = 0; 670 int ndoors_made = 0;
718 } 683 }
719 684
720 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
721 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
722 { 687 {
723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
724 689
725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
726 { /* place a door */ 691 { /* place a door */
727 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
728 693
729 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]);
730 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
731 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
732 ndoors_made++; 697 ndoors_made++;
733 } 698 }
734 } 699 }
735 700
736 return doorlist; 701 return doorlist;
737} 702}
738 703
739
740/* 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. */
741object * 705static object *
742door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
743{ 707{
744 object *tmp;
745
746 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)
747 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
748 return tmp; 710 return tmp;
711
749 return NULL; 712 return NULL;
750} 713}
751 714
752
753/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
754void 716static void
755find_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)
756{ 718{
757 int i, j; 719 int i, j;
758 object *door; 720 object *door;
759 721
760 /* bounds check x and y */ 722 /* bounds check x and y */
761 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
762 return; 724 return;
763 725
764 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
765 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
766 return; 728 return;
767 729
768 /* check off this point */ 730 /* check off this point */
769 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
770 { /* there could be a door here */ 732 { /* there could be a door here */
771 layout[x][y] = 1; 733 maze[x][y] = 1;
772 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
773 if (door) 735 if (door)
774 { 736 {
775 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
776 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
777 { 740 {
778 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");
779 return; 742 return;
780 } 743 }
782 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
783 } 746 }
784 } 747 }
785 else 748 else
786 { 749 {
787 layout[x][y] = 1; 750 maze[x][y] = 1;
788 751
789 /* 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 */
790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
791 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
793 doorlist, ndoors, RP); 756 doorlist, ndoors);
794 } 757 }
795} 758}
796 759
797/* 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. */
798object ** 761static object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
800{ 763{
801 char **layout2;
802 object **doorlist;
803 int i, j; 764 int i, j;
804 int ndoors = 0; 765 int ndoors = 0;
805 766
806 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
807 768
808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
809 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
810 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
811 {
812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
813 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
814 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
818 }
819 776
820 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
822 779
823 /* deallocate the temp. layout */
824 for (i = 0; i < RP->Xsize; i++)
825 free (layout2[i]);
826
827 free (layout2);
828 return doorlist; 780 return doorlist;
829} 781}
830
831
832 782
833/* 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
834 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
835 785static void
836void
837lock_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)
838{ 787{
839 object *door; 788 object *door;
840 int i; 789 int i;
841 790
842 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
843 792
844 if (opts & DOORED) 793 if (opts & DOORED)
845 { 794 {
846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
847 { 796 {
848 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
849 char keybuf[1024];
850 798
851 door = doorlist[i]; 799 door = doorlist[i];
852 new_door->face = door->face; 800 new_door->face = door->face;
853 new_door->x = door->x; 801 new_door->x = door->x;
854 new_door->y = door->y; 802 new_door->y = door->y;
855 door->remove ();
856 door->destroy (); 803 door->destroy ();
857 doorlist[i] = new_door; 804 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", rndm (1000000000)); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
860 new_door->slaying = keybuf;
861 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);
862 } 808 }
863 } 809 }
864 810
865 /* 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. */
866 if (opts & HIDDEN) 812 if (opts & HIDDEN)
875 { 821 {
876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
880 door->face = wallface->face; 827 door->face = wallface->face;
881 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
882 wallface->remove ();
883 wallface->destroy (); 829 wallface->destroy ();
884 } 830 }
885 } 831 }
886 } 832 }
887} 833}

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