ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.31 by root, Sun Aug 26 15:31:04 2007 UTC vs.
Revision 1.67 by root, Sat Nov 17 23:40:02 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
25 27
26#include <global.h> 28#include <global.h>
27#include <random_map.h> 29#include <rmg.h>
28#include <rproto.h> 30#include <rproto.h>
29 31
30/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
31 33
32#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. */
40#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 */
41 43
42#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 45#define PASS_DOORS 1
44 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
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
50 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;
51} 174}
52 175
53/* 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
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
62 185
63 m->at (x, y).update (); 186 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 188}
66 189
67/* place treasures in the map, given the 190/* place treasures in the map, given the
68map, (required) 191map, (required)
69layout, (required) 192maze, (required)
70treasure 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.)
71treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
72*/ 195*/
73void 196void
74place_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)
75{ 198{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 199 int num_treasures;
80 200
81 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 202 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
84 return; 204 return;
85 205
86 if (treasureoptions <= 0) 206 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 207 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 208
89 /* filter out the mutually exclusive options */ 209 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 210 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 211 {
92 if (rndm (2)) 212 if (rmg_rndm (2))
93 treasureoptions -= 1; 213 treasureoptions -= 1;
94 else 214 else
95 treasureoptions -= 2; 215 treasureoptions -= 2;
96 } 216 }
97 217
105 225
106 if (num_treasures <= 0) 226 if (num_treasures <= 0)
107 return; 227 return;
108 228
109 /* get the style map */ 229 /* get the style map */
110 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
112 style_map = find_style (styledirname, treasure_style, -1);
113 231
114 if (!style_map) 232 if (!style_map)
115 { 233 {
116 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);
117 return; 235 return;
118 } 236 }
119 237
120 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
122 { 240 {
123
124 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
126 { 243 {
127 case LAYOUT_ONION: 244 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 245 case LAYOUT_SPIRAL:
133 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
134 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
135 { 252 {
136 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
137 { 254 {
138 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
139 { 256 {
140 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
141 object **doorlist;
142 object *chest; 258 object *chest;
143 259
144 if (tdiv == 3) 260 if (tdiv == 3)
145 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
146 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
147 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
148 if (!chest) 266 if (!chest)
149 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
150 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
151 { 270 {
152 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
153 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
154 free (doorlist); 273 free (doorlist);
155 } 274 }
156 } 275 }
157 } 276 }
158 } 277 }
159 break; 278 break;
160 } 279 }
280
161 default: 281 default:
162 { 282 {
163 int i, j, tries; 283 int i, j, tries;
164 object *chest; 284 object *chest;
165 object **doorlist; 285 object **doorlist;
166 286
167 i = j = -1; 287 i = j = -1;
168 tries = 0; 288 tries = 0;
169 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
170 { 290 {
171 i = rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
172 j = rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
173 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
295
174 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
175 i = -1; 297 i = -1;
298
176 tries++; 299 tries++;
177 } 300 }
301
178 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
179 if (!chest) 304 if (!chest)
180 return; 305 return;
306
181 i = chest->x; 307 i = chest->x;
182 j = chest->y; 308 j = chest->y;
183 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
184 { 310 {
185 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
186 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
187 free (doorlist); 313 free (doorlist);
188 } 314 }
189 } 315 }
190 } 316 }
191 } 317 }
192 else 318 else
193 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
194 int ti, i, j; 320 int ti, i, j;
195 321
196 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
197 { 323 {
198 i = rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
199 j = rndm (RP->Ysize - 2) + 1; 325 j = rmg_rndm (RP->Ysize - 2) + 1;
200 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 326 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
201 } 327 }
202 } 328 }
203} 329}
204 330
205/* 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
206 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,
207 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 */
208 334static object *
209object *
210place_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)
211{ 336{
212 object *the_chest;
213 int i, xl, yl;
214
215 the_chest = get_archetype ("chest"); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
216 338
217 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
218 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
219 if (i == -1) 341 if (i == -1)
220 { 342 {
221 the_chest->destroy (); 343 the_chest->destroy ();
222 return NULL; 344 return NULL;
223 } 345 }
224 346
225 xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
226 yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
227 349
228 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
229 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
230 return 0; 352 return 0;
231 353
238 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 360 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
239 361
240 if (tlist != NULL) 362 if (tlist != NULL)
241 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
242 { /* use the treasure list */ 364 { /* use the treasure list */
243 object *new_treasure = style_map->pick_random_object (); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
244 366
245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
246 } 368 }
247 else 369 else
248 { /* use the style map */ 370 { /* use the style map */
249 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
258 } 380 }
259 381
260 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
262 { 384 {
263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
264 object *the_trap;
265 386
266 if (trap_map) 387 if (trap_map)
267 { 388 {
268 the_trap = trap_map->pick_random_object (); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
390
269 the_trap->stats.Cha = 10 + RP->difficulty; 391 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 392 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
393
271 if (the_trap) 394 if (the_trap)
272 { 395 {
273 object *new_trap; 396 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 397
275 new_trap = arch_to_object (the_trap->arch);
276 new_trap->copy_to (the_trap);
277 new_trap->x = x; 398 new_trap->x = x;
278 new_trap->y = y; 399 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 400 insert_ob_in_ob (new_trap, the_chest);
280 } 401 }
281 } 402 }
284 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
285 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
286 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
288 { 409 {
289 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
290
291 sprintf (keybuf, "%d", rndm (1000000000));
292 the_chest->slaying = keybuf;
293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
294 } 412 }
295 413
296 /* actually place the chest. */ 414 /* actually place the chest. */
297 the_chest->x = xl; 415 the_chest->x = xl;
298 the_chest->y = yl; 416 the_chest->y = yl;
299 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
300 return the_chest; 418 return the_chest;
301} 419}
302 420
303
304/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
305 or walls */ 422static object *
306object *
307find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
308{ 424{
309 int i; 425 int i;
310 426
311 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
312 { 428 {
313 int lx, ly; 429 int lx, ly;
314 430
315 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
316 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
317 /* boundscheck */ 433 /* boundscheck */
318 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
319 /* 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. */
320 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
321 { 437 {
322 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
323 439
324 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
325 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
326 return the_monster; 444 return the_monster;
327 } 445 }
328 } 446 }
329 return NULL; 447 return NULL;
330} 448}
331 449
332
333
334/* places keys in the map, preferably in something alive.
335 keycode is the key's code,
336 door_flag is either PASS_DOORS or NO_PASS_DOORS.
337 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
338 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
340
341 The idea is that you call keyplace on x,y where a door is, and it'll make
342 sure a key is placed on both sides of the door.
343*/
344int
345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
346{
347 int i, j;
348 int kx = 0, ky = 0;
349 object *the_keymaster; /* the monster that gets the key. */
350 object *the_key;
351
352 /* get a key and set its keycode */
353 the_key = get_archetype ("key2");
354 the_key->slaying = keycode;
355
356 if (door_flag == PASS_DOORS)
357 {
358 int tries = 0;
359
360 the_keymaster = 0;
361 while (tries < 15 && !the_keymaster)
362 {
363 i = rndm (RP->Xsize - 2) + 1;
364 j = rndm (RP->Ysize - 2) + 1;
365 tries++;
366 the_keymaster = find_closest_monster (map, i, j, RP);
367 }
368
369 /* if we don't find a good keymaster, drop the key on the ground. */
370 if (!the_keymaster)
371 {
372 int freeindex;
373
374 freeindex = -1;
375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
376 {
377 kx = rndm (RP->Xsize - 2) + 1;
378 ky = rndm (RP->Ysize - 2) + 1;
379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
380 }
381
382 // can freeindex ever be < 0?
383 if (freeindex >= 0)
384 {
385 kx += freearr_x [freeindex];
386 ky += freearr_y [freeindex];
387 }
388 }
389 }
390 else
391 { /* NO_PASS_DOORS --we have to work harder. */
392 /* don't try to keyplace if we're sitting on a blocked square and
393 NO_PASS_DOORS is set. */
394 if (n_keys == 1)
395 {
396 if (wall_blocked (map, x, y))
397 return 0;
398
399 the_keymaster = find_monster_in_room (map, x, y, RP);
400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
401 find_spot_in_room (map, x, y, &kx, &ky, RP);
402 }
403 else
404 {
405 int sum = 0; /* count how many keys we actually place */
406
407 /* I'm lazy, so just try to place in all 4 directions. */
408 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
414 { /* diagonally this time. */
415 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 }
420
421 return 1;
422 }
423 }
424
425 if (!the_keymaster)
426 {
427 the_key->x = kx;
428 the_key->y = ky;
429 insert_ob_in_map (the_key, map, NULL, 0);
430 return 1;
431 }
432
433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
434 return 1;
435}
436
437
438
439/* 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. */
440 451
441object *theMonsterToFind; 452static object *theMonsterToFind;
442 453
443/* 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.
444 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 */
445 456static object *
446object *
447find_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)
448{ 458{
449 int i, j; 459 int i, j;
450 460
451 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
452 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
453 return theMonsterToFind; 463 return theMonsterToFind;
454 464
455 /* bounds check x and y */ 465 /* bounds check x and y */
456 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
457 return theMonsterToFind; 467 return theMonsterToFind;
458 468
459 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
460 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
461 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
462 472
463 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
464 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
465 layout[x][y] = 1; 475 maze[x][y] = 1;
466 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
467 { 477 {
468 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
469 479
470 /* check off this point */ 480 /* check off this point */
471 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);
472 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
473 { 483 {
474 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
475 return theMonsterToFind; 485 return theMonsterToFind;
476 } 486 }
477 } 487 }
478 488
479 /* 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 */
480 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++)
481 { 491 {
482 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));
483 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
484 return theMonsterToFind; 494 return theMonsterToFind;
485 } 495 }
496
486 return theMonsterToFind; 497 return theMonsterToFind;
487} 498}
488
489 499
490/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
491 real work. */ 501 real work. */
492 502static object *
493object *
494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
495{ 504{
496 char **layout2; 505 layout layout2 (map->width, map->height);
497 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;
498 511
499 theMonsterToFind = 0; 512 theMonsterToFind = 0;
500 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
501 /* allocate and copy the layout, converting C to 0. */
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
505 for (j = 0; j < RP->Ysize; j++)
506 {
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510 }
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
512
513 /* deallocate the temp. layout */
514 for (i = 0; i < RP->Xsize; i++)
515 {
516 free (layout2[i]);
517 }
518 free (layout2);
519 514
520 return theMonsterToFind; 515 return theMonsterToFind;
521} 516}
522
523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
524int *room_free_spots_x;
525int *room_free_spots_y;
526int number_of_free_spots_in_room;
527 517
528/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
529a 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
530that datastructure. */ 520that datastructure. */
531void 521static void
532find_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)
533{ 523{
534 int i, j;
535
536 /* bounds check x and y */ 524 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
538 return; 526 return;
539 527
540 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
541 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
542 return; 530 return;
543 531
544 /* 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.
545 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
546 /* check off this point */ 534 /* check off this point */
547 layout[x][y] = 1; 535 maze[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
549 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++;
551 537
552 /* 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 */
553 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++)
554 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));
555 541
556} 542}
557 543
558/* 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. */
559void 545static void
560find_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)
561{ 547{
562 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
563 int i, j;
564 549
565 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
566 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
567 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
568 551
569 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
570 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
571 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
572 { 554 for (int j = 0; j < map->height; j++)
573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
574 for (j = 0; j < RP->Ysize; j++)
575 if (wall_blocked (map, i, j))
576 layout2[i][j] = '#';
577 }
578 556
579 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
580 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
581 559
582 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
583 {
584 i = rndm (number_of_free_spots_in_room);
585 *kx = room_free_spots_x[i];
586 *ky = room_free_spots_y[i];
587 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
588 563
589 /* deallocate the temp. layout */ 564 *kx = p.x;
590 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
591 free (layout2[i]); 566 }
592
593 free (layout2);
594 free (room_free_spots_x);
595 free (room_free_spots_y);
596} 567}
597
598 568
599/* 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
600 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
601 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
602void 572static void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
604{ 574{
605 int x, y; 575 int x, y;
606 int i; 576 int i;
607 577
608 x = *cx; 578 x = *cx;
610 580
611 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
612 { 582 {
613 int lx, ly, sindex; 583 int lx, ly, sindex;
614 584
615 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
616 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
617 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
618 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
620 { 590 {
621 *cx = lx; 591 *cx = lx;
622 *cy = ly; 592 *cy = ly;
628 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
629 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
630 { 600 {
631 int lx, ly, sindex; 601 int lx, ly, sindex;
632 602
633 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
634 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
635 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
636 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
637 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)
638 { 608 {
639 *cx = lx; 609 *cx = lx;
640 *cy = ly; 610 *cy = ly;
645 /* settle for one surround point */ 615 /* settle for one surround point */
646 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
647 { 617 {
648 int lx, ly, sindex; 618 int lx, ly, sindex;
649 619
650 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
651 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
652 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
653 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
654 if (sindex) 624 if (sindex)
655 { 625 {
656 *cx = lx; 626 *cx = lx;
657 *cy = ly; 627 *cy = ly;
658 return; 628 return;
659 } 629 }
660 } 630 }
661 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
663 633
664 if (i != -1) 634 if (i != -1)
665 { 635 {
666 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
667 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
668 } 638 }
669 else 639 else
670 { 640 {
671 /* indicate failure */ 641 /* indicate failure */
672 *cx = -1; 642 *cx = -1;
673 *cy = -1; 643 *cy = -1;
674 } 644 }
675} 645}
676 646
677void 647static void
678remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
679{ 649{
680 object *tmp;
681
682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 { 651 {
685 if (tmp->head) 652 object *next = tmp->above;
686 tmp = tmp->head; 653
687 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
688 tmp->destroy (); 655 tmp->head_ ()->destroy ();
689 tmp = GET_MAP_OB (map, x, y); 656
690 if (tmp == NULL) 657 tmp = next;
691 break;
692 }; 658 }
693} 659}
694 660
695/* 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
696 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
697 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
698object ** 664static object **
699surround_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)
700{ 666{
701 int i; 667 int i;
702 const char *doors[2]; 668 const char *doors[2];
703 object **doorlist; 669 object **doorlist;
704 int ndoors_made = 0; 670 int ndoors_made = 0;
717 } 683 }
718 684
719 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
720 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
721 { 687 {
722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
723 689
724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
725 { /* place a door */ 691 { /* place a door */
726 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
727 693
728 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]);
729 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
730 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 697 ndoors_made++;
732 } 698 }
733 } 699 }
734 700
735 return doorlist; 701 return doorlist;
736} 702}
737 703
738
739/* 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. */
740object * 705static object *
741door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
742{ 707{
743 object *tmp;
744
745 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)
746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
747 return tmp; 710 return tmp;
711
748 return NULL; 712 return NULL;
749} 713}
750 714
751
752/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
753void 716static void
754find_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)
755{ 718{
756 int i, j; 719 int i, j;
757 object *door; 720 object *door;
758 721
759 /* bounds check x and y */ 722 /* bounds check x and y */
760 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
761 return; 724 return;
762 725
763 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
764 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
765 return; 728 return;
766 729
767 /* check off this point */ 730 /* check off this point */
768 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
769 { /* there could be a door here */ 732 { /* there could be a door here */
770 layout[x][y] = 1; 733 maze[x][y] = 1;
771 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
772 if (door) 735 if (door)
773 { 736 {
774 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
738
775 if (*ndoors > 1022) /* eek! out of memory */ 739 if (*ndoors > 1022) /* eek! out of memory */
776 { 740 {
777 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");
778 return; 742 return;
779 } 743 }
781 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
782 } 746 }
783 } 747 }
784 else 748 else
785 { 749 {
786 layout[x][y] = 1; 750 maze[x][y] = 1;
787 751
788 /* 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 */
789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
790 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
792 doorlist, ndoors, RP); 756 doorlist, ndoors);
793 } 757 }
794} 758}
795 759
796/* 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. */
797object ** 761static object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
799{ 763{
800 char **layout2;
801 object **doorlist;
802 int i, j; 764 int i, j;
803 int ndoors = 0; 765 int ndoors = 0;
804 766
805 doorlist = (object **) calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
806 768
807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 769 layout layout2 (map->width, map->height);
770 layout2.clear ();
771
808 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
809 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
810 {
811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
812 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
813 { 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
817 }
818 776
819 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
821 779
822 /* deallocate the temp. layout */
823 for (i = 0; i < RP->Xsize; i++)
824 free (layout2[i]);
825
826 free (layout2);
827 return doorlist; 780 return doorlist;
828} 781}
829
830
831 782
832/* 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
833 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
834 785static void
835void
836lock_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)
837{ 787{
838 object *door; 788 object *door;
839 int i; 789 int i;
840 790
841 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
842 792
843 if (opts & DOORED) 793 if (opts & DOORED)
844 { 794 {
845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
846 { 796 {
847 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
848 char keybuf[1024];
849 798
850 door = doorlist[i]; 799 door = doorlist[i];
851 new_door->face = door->face; 800 new_door->face = door->face;
852 new_door->x = door->x; 801 new_door->x = door->x;
853 new_door->y = door->y; 802 new_door->y = door->y;
854 door->remove ();
855 door->destroy (); 803 door->destroy ();
856 doorlist[i] = new_door; 804 doorlist[i] = new_door;
857 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
858 sprintf (keybuf, "%d", rndm (1000000000)); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
859 new_door->slaying = keybuf;
860 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);
861 } 808 }
862 } 809 }
863 810
864 /* 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. */
865 if (opts & HIDDEN) 812 if (opts & HIDDEN)
874 { 821 {
875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 823 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
826
879 door->face = wallface->face; 827 door->face = wallface->face;
880 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 828
881 wallface->remove ();
882 wallface->destroy (); 829 wallface->destroy ();
883 } 830 }
884 } 831 }
885 } 832 }
886} 833}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines