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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC vs.
Revision 1.67 by root, Sat Nov 17 23:40:02 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / 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 * Deliantra 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 <support@deliantra.net> 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{
52 63
53static object * 64static object *
54gen_key (const shstr &keycode) 65gen_key (const shstr &keycode)
55{ 66{
56 /* get a key and set its keycode */ 67 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2); 68 object *key = archetype::get (shstr_key_random_map);
58
59 key->slaying = keycode; 69 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key; 70 return key;
66} 71}
67 72
68/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
69 keycode is the key's code, 74 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS. 75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. 76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: 77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74 79
75 The idea is that you call keyplace on x,y where a door is, and it'll make 80 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door. 81 sure a key is placed on both sides of the door.
77*/ 82*/
78static int 83static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) 84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
80{ 85{
81 int i, j; 86 int i, j;
82 int kx = 0, ky = 0; 87 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */ 88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
84 90
85 if (door_flag == PASS_DOORS) 91 if (door_flag == PASS_DOORS)
86 { 92 {
87 int tries = 0; 93 int tries = 0;
88 94
89 the_keymaster = 0; 95 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster) 96 while (tries < 15 && !the_keymaster)
91 { 97 {
92 i = rmg_rndm (RP->Xsize - 2) + 1; 98 i = rmg_rndm (map->width - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1; 99 j = rmg_rndm (map->height - 2) + 1;
94 tries++; 100 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP); 101 the_keymaster = find_closest_monster (map, i, j);
96 } 102 }
97 103
98 /* if we don't find a good keymaster, drop the key on the ground. */ 104 /* if we don't find a good keymaster, drop the key on the ground. */
99 if (!the_keymaster) 105 if (!the_keymaster)
100 { 106 {
101 int freeindex; 107 int freeindex;
102 108
103 freeindex = -1; 109 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 { 111 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (map->width - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (map->height - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
109 } 115 }
110 116
111 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
112 if (freeindex >= 0) 118 if (freeindex >= 0)
113 { 119 {
114 kx += freearr_x [freeindex]; 120 kx += DIRX (freeindex);
115 ky += freearr_y [freeindex]; 121 ky += DIRY (freeindex);
116 } 122 }
117 } 123 }
118 } 124 }
119 else 125 else
120 { /* NO_PASS_DOORS --we have to work harder. */ 126 { /* NO_PASS_DOORS --we have to work harder. */
121 /* don't try to keyplace if we're sitting on a blocked square and 127 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */ 128 NO_PASS_DOORS is set. */
123 if (n_keys == 1) 129 if (n_keys == 1)
124 { 130 {
125 if (wall_blocked (map, x, y)) 131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
126 return 0; 134 return 0;
135 }
127 136
128 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP); 139 find_spot_in_room (map, x, y, &kx, &ky);
131 } 140 }
132 else 141 else
133 { 142 {
134 int sum = 0; /* count how many keys we actually place */ 143 int sum = 0; /* count how many keys we actually place */
135 144
136 /* I'm lazy, so just try to place in all 4 directions. */ 145 /* I'm lazy, so just try to place in all 4 directions. */
137 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
138 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
139 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
141 150
142 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
143 { /* diagonally this time. */ 152 { /* diagonally this time. */
144 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
148 } 157 }
149 158
159 the_key->destroy ();
150 return 1; 160 return 1;
151 } 161 }
152 } 162 }
153
154 object *the_key = gen_key (keycode);
155 163
156 if (the_keymaster) 164 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key); 165 the_keymaster->head_ ()->insert (the_key);
158 else 166 else
159 { 167 {
177 185
178 m->at (x, y).update (); 186 m->at (x, y).update ();
179 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
180} 188}
181 189
182/* place treasures in the map, given the 190/* place treasures in the map, given the
183map, (required) 191map, (required)
184layout, (required) 192maze, (required)
185treasure 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.)
186treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
187*/ 195*/
188void 196void
189place_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)
190{ 198{
191 char styledirname[1024];
192 char stylefilepath[1024];
193 maptile *style_map = 0;
194 int num_treasures; 199 int num_treasures;
195 200
196 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
197 if (treasure_style) 202 if (treasure_style)
198 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
220 225
221 if (num_treasures <= 0) 226 if (num_treasures <= 0)
222 return; 227 return;
223 228
224 /* get the style map */ 229 /* get the style map */
225 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
226 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
227 style_map = find_style (styledirname, treasure_style, -1);
228 231
229 if (!style_map) 232 if (!style_map)
230 { 233 {
231 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);
232 return; 235 return;
233 } 236 }
234 237
235 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
236 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
247 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
248 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
249 { 252 {
250 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
251 { 254 {
252 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
253 { 256 {
254 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
255 object *chest; 258 object *chest;
256 259
257 if (tdiv == 3) 260 if (tdiv == 3)
263 if (!chest) 266 if (!chest)
264 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
265 268
266 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
267 { 270 {
268 object **doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
269 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
270 free (doorlist); 273 free (doorlist);
271 } 274 }
272 } 275 }
273 } 276 }
285 tries = 0; 288 tries = 0;
286 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
287 { 290 {
288 i = rmg_rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
289 j = rmg_rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
290 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
291 295
292 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
293 i = -1; 297 i = -1;
294 298
295 tries++; 299 tries++;
302 306
303 i = chest->x; 307 i = chest->x;
304 j = chest->y; 308 j = chest->y;
305 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
306 { 310 {
307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
308 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
309 free (doorlist); 313 free (doorlist);
310 } 314 }
311 } 315 }
312 } 316 }
313 } 317 }
314 else 318 else
315 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
316 int ti, i, j; 320 int ti, i, j;
317 321
318 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
319 { 323 {
320 i = rmg_rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
325} 329}
326 330
327/* 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
328 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,
329 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 */
330object * 334static object *
331place_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)
332{ 336{
333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
334 338
335 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
338 { 342 {
339 the_chest->destroy (); 343 the_chest->destroy ();
340 return NULL; 344 return NULL;
341 } 345 }
342 346
343 int xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
344 int yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
345 349
346 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
347 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
348 return 0; 352 return 0;
349 353
358 if (tlist != NULL) 362 if (tlist != NULL)
359 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
360 { /* use the treasure list */ 364 { /* use the treasure list */
361 object *new_treasure = style_map->pick_random_object (rmg_rndm); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
362 366
363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
364 } 368 }
365 else 369 else
366 { /* use the style map */ 370 { /* use the style map */
367 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
368 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
376 } 380 }
377 381
378 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
379 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
380 { 384 {
381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
382 386
383 if (trap_map) 387 if (trap_map)
384 { 388 {
385 object *the_trap = trap_map->pick_random_object (rmg_rndm); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386 390
402 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
403 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
405 { 409 {
406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
408 } 412 }
409 413
410 /* actually place the chest. */ 414 /* actually place the chest. */
411 the_chest->x = xl; 415 the_chest->x = xl;
412 the_chest->y = yl; 416 the_chest->y = yl;
413 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
414 return the_chest; 418 return the_chest;
415} 419}
416 420
417
418/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
419 or walls */ 422static object *
420object *
421find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
422{ 424{
423 int i; 425 int i;
424 426
425 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
426 { 428 {
427 int lx, ly; 429 int lx, ly;
428 430
429 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
430 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
431 /* boundscheck */ 433 /* boundscheck */
432 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
433 /* 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. */
434 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
435 { 437 {
436 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
437 439
438 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
439 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
440 return the_monster; 444 return the_monster;
441 } 445 }
442 } 446 }
443 return NULL; 447 return NULL;
444} 448}
445 449
446/* 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. */
447 451
448object *theMonsterToFind; 452static object *theMonsterToFind;
449 453
450/* 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.
451 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 */
452 456static object *
453object *
454find_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)
455{ 458{
456 int i, j; 459 int i, j;
457 460
458 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
459 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
460 return theMonsterToFind; 463 return theMonsterToFind;
461 464
462 /* bounds check x and y */ 465 /* bounds check x and y */
463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
464 return theMonsterToFind; 467 return theMonsterToFind;
465 468
466 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
467 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
468 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
469 472
470 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
471 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
472 layout[x][y] = 1; 475 maze[x][y] = 1;
473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 { 477 {
475 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
476 479
477 /* check off this point */ 480 /* check off this point */
478 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);
479 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
480 { 483 {
481 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
482 return theMonsterToFind; 485 return theMonsterToFind;
483 } 486 }
484 } 487 }
485 488
486 /* 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 */
487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
488 { 491 {
489 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));
490 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
491 return theMonsterToFind; 494 return theMonsterToFind;
492 } 495 }
493 496
494 return theMonsterToFind; 497 return theMonsterToFind;
495} 498}
496 499
497/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
498 real work. */ 501 real work. */
499object * 502static object *
500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
501{ 504{
502 Layout layout2 (RP); 505 layout layout2 (map->width, map->height);
503 506
504 layout2->clear (); 507 // find walls
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++) 508 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2->h; j++) 509 for (int j = 0; j < layout2.h; j++)
509 if (wall_blocked (map, i, j)) 510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
510 layout2[i][j] = '#';
511 511
512 theMonsterToFind = 0; 512 theMonsterToFind = 0;
513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
514
515 layout2.free ();
516 514
517 return theMonsterToFind; 515 return theMonsterToFind;
518} 516}
519
520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
521int *room_free_spots_x;
522int *room_free_spots_y;
523int number_of_free_spots_in_room;
524 517
525/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
526a 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
527that datastructure. */ 520that datastructure. */
528void 521static void
529find_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)
530{ 523{
531 int i, j;
532
533 /* bounds check x and y */ 524 /* bounds check x and y */
534 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
535 return; 526 return;
536 527
537 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
538 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
539 return; 530 return;
540 531
541 /* 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.
542 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
543 /* check off this point */ 534 /* check off this point */
544 layout[x][y] = 1; 535 maze[x][y] = 1;
545 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
546 room_free_spots_y[number_of_free_spots_in_room] = y;
547 number_of_free_spots_in_room++;
548 537
549 /* 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 */
550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 539 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
551 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));
552 541
553} 542}
554 543
555/* 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. */
556void 545static void
557find_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)
558{ 547{
559 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
560 int i, j;
561 549
562 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
563 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
564 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
565 551
566 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
567 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
568 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
569 { 554 for (int j = 0; j < map->height; j++)
570 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
571 for (j = 0; j < RP->Ysize; j++)
572 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#';
574 }
575 556
576 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
578 559
579 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
580 {
581 i = rmg_rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i];
584 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
585 563
586 /* deallocate the temp. layout */ 564 *kx = p.x;
587 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
588 free (layout2[i]); 566 }
589
590 free (layout2);
591 free (room_free_spots_x);
592 free (room_free_spots_y);
593} 567}
594
595 568
596/* 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
597 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
598 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
599void 572static void
600find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
601{ 574{
602 int x, y; 575 int x, y;
603 int i; 576 int i;
604 577
605 x = *cx; 578 x = *cx;
607 580
608 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
609 { 582 {
610 int lx, ly, sindex; 583 int lx, ly, sindex;
611 584
612 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
613 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
614 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
615 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
616 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
617 { 590 {
618 *cx = lx; 591 *cx = lx;
619 *cy = ly; 592 *cy = ly;
625 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
626 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
627 { 600 {
628 int lx, ly, sindex; 601 int lx, ly, sindex;
629 602
630 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
631 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
632 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
633 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
634 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)
635 { 608 {
636 *cx = lx; 609 *cx = lx;
637 *cy = ly; 610 *cy = ly;
642 /* settle for one surround point */ 615 /* settle for one surround point */
643 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
644 { 617 {
645 int lx, ly, sindex; 618 int lx, ly, sindex;
646 619
647 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
648 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
649 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
650 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
651 if (sindex) 624 if (sindex)
652 { 625 {
653 *cx = lx; 626 *cx = lx;
654 *cy = ly; 627 *cy = ly;
655 return; 628 return;
656 } 629 }
657 } 630 }
658 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
660 633
661 if (i != -1) 634 if (i != -1)
662 { 635 {
663 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
664 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
665 } 638 }
666 else 639 else
667 { 640 {
668 /* indicate failure */ 641 /* indicate failure */
669 *cx = -1; 642 *cx = -1;
670 *cy = -1; 643 *cy = -1;
671 } 644 }
672} 645}
673 646
674void 647static void
675remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
676{ 649{
677 object *tmp;
678
679 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
680 if (QUERY_FLAG (tmp, FLAG_ALIVE))
681 { 651 {
682 if (tmp->head) 652 object *next = tmp->above;
683 tmp = tmp->head; 653
684 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
685 tmp->destroy (); 655 tmp->head_ ()->destroy ();
686 tmp = GET_MAP_OB (map, x, y); 656
687 if (tmp == NULL) 657 tmp = next;
688 break;
689 }; 658 }
690} 659}
691 660
692/* 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
693 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
694 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
695object ** 664static object **
696surround_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)
697{ 666{
698 int i; 667 int i;
699 const char *doors[2]; 668 const char *doors[2];
700 object **doorlist; 669 object **doorlist;
701 int ndoors_made = 0; 670 int ndoors_made = 0;
714 } 683 }
715 684
716 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
717 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
718 { 687 {
719 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
720 689
721 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
722 { /* place a door */ 691 { /* place a door */
723 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
724 693
725 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]);
726 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
727 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 697 ndoors_made++;
729 } 698 }
730 } 699 }
731 700
732 return doorlist; 701 return doorlist;
733} 702}
734 703
735
736/* 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. */
737object * 705static object *
738door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
739{ 707{
740 object *tmp;
741
742 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)
743 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
744 return tmp; 710 return tmp;
711
745 return NULL; 712 return NULL;
746} 713}
747 714
748/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
749void 716static void
750find_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)
751{ 718{
752 int i, j; 719 int i, j;
753 object *door; 720 object *door;
754 721
755 /* bounds check x and y */ 722 /* bounds check x and y */
756 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
757 return; 724 return;
758 725
759 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
760 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
761 return; 728 return;
762 729
763 /* check off this point */ 730 /* check off this point */
764 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
765 { /* there could be a door here */ 732 { /* there could be a door here */
766 layout[x][y] = 1; 733 maze[x][y] = 1;
767 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
768 if (door) 735 if (door)
769 { 736 {
770 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
771 738
778 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
779 } 746 }
780 } 747 }
781 else 748 else
782 { 749 {
783 layout[x][y] = 1; 750 maze[x][y] = 1;
784 751
785 /* 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 */
786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
789 doorlist, ndoors, RP); 756 doorlist, ndoors);
790 } 757 }
791} 758}
792 759
793/* 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. */
794object ** 761static object **
795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
796{ 763{
797 int i, j; 764 int i, j;
798 int ndoors = 0; 765 int ndoors = 0;
799 766
800 object **doorlist = (object **)calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
801 768
802 LayoutData layout2 (RP->Xsize, RP->Ysize); 769 layout layout2 (map->width, map->height);
803 layout2.clear (); 770 layout2.clear ();
804 771
805 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
806 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
807 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
809 776
810 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
812 779
813 return doorlist; 780 return doorlist;
814} 781}
815 782
816/* 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
817 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
818void 785static void
819lock_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)
820{ 787{
821 object *door; 788 object *door;
822 int i; 789 int i;
823 790
824 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
825 792
826 if (opts & DOORED) 793 if (opts & DOORED)
827 { 794 {
828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
829 { 796 {
830 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
831 798
832 door = doorlist[i]; 799 door = doorlist[i];
833 new_door->face = door->face; 800 new_door->face = door->face;
834 new_door->x = door->x; 801 new_door->x = door->x;
835 new_door->y = door->y; 802 new_door->y = door->y;
836 door->remove ();
837 door->destroy (); 803 door->destroy ();
838 doorlist[i] = new_door; 804 doorlist[i] = new_door;
839 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 807 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
842 } 808 }
843 } 809 }
844 810
845 /* 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. */
846 if (opts & HIDDEN) 812 if (opts & HIDDEN)
858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860 826
861 door->face = wallface->face; 827 door->face = wallface->face;
862 828
863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
864 wallface->remove ();
865
866 wallface->destroy (); 829 wallface->destroy ();
867 } 830 }
868 } 831 }
869 } 832 }
870} 833}

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