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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.44 by root, Mon Sep 29 10:32:50 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{
57 object *key = archetype::get (shstr_key_random_map); 68 object *key = archetype::get (shstr_key_random_map);
58 key->slaying = keycode; 69 key->slaying = keycode;
59 return key; 70 return key;
60} 71}
61 72
62/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
63 keycode is the key's code, 74 keycode is the key's code,
64 door_flag is either PASS_DOORS or NO_PASS_DOORS. 75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
65 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.
66 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:
67 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.
68 79
69 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
70 sure a key is placed on both sides of the door. 81 sure a key is placed on both sides of the door.
71*/ 82*/
72static int 83static int
73keyplace (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)
74{ 85{
75 int i, j; 86 int i, j;
76 int kx = 0, ky = 0; 87 int kx = 0, ky = 0;
77 object *the_keymaster; /* the monster that gets the key. */ 88 object *the_keymaster; /* the monster that gets the key. */
78 object *the_key = gen_key (keycode); 89 object *the_key = gen_key (keycode);
82 int tries = 0; 93 int tries = 0;
83 94
84 the_keymaster = 0; 95 the_keymaster = 0;
85 while (tries < 15 && !the_keymaster) 96 while (tries < 15 && !the_keymaster)
86 { 97 {
87 i = rmg_rndm (RP->Xsize - 2) + 1; 98 i = rmg_rndm (map->width - 2) + 1;
88 j = rmg_rndm (RP->Ysize - 2) + 1; 99 j = rmg_rndm (map->height - 2) + 1;
89 tries++; 100 tries++;
90 the_keymaster = find_closest_monster (map, i, j, RP); 101 the_keymaster = find_closest_monster (map, i, j);
91 } 102 }
92 103
93 /* 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. */
94 if (!the_keymaster) 105 if (!the_keymaster)
95 { 106 {
96 int freeindex; 107 int freeindex;
97 108
98 freeindex = -1; 109 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 { 111 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (map->width - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (map->height - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 } 115 }
105 116
106 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
107 if (freeindex >= 0) 118 if (freeindex >= 0)
108 { 119 {
109 kx += freearr_x [freeindex]; 120 kx += DIRX (freeindex);
110 ky += freearr_y [freeindex]; 121 ky += DIRY (freeindex);
111 } 122 }
112 } 123 }
113 } 124 }
114 else 125 else
115 { /* NO_PASS_DOORS --we have to work harder. */ 126 { /* NO_PASS_DOORS --we have to work harder. */
121 { 132 {
122 the_key->destroy (); 133 the_key->destroy ();
123 return 0; 134 return 0;
124 } 135 }
125 136
126 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y);
127 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. */
128 find_spot_in_room (map, x, y, &kx, &ky, RP); 139 find_spot_in_room (map, x, y, &kx, &ky);
129 } 140 }
130 else 141 else
131 { 142 {
132 int sum = 0; /* count how many keys we actually place */ 143 int sum = 0; /* count how many keys we actually place */
133 144
134 /* 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. */
135 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
136 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
137 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
138 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
139 150
140 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. */
141 { /* diagonally this time. */ 152 { /* diagonally this time. */
142 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
143 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
144 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
145 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
146 } 157 }
147 158
148 the_key->destroy (); 159 the_key->destroy ();
149 return 1; 160 return 1;
150 } 161 }
174 185
175 m->at (x, y).update (); 186 m->at (x, y).update ();
176 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
177} 188}
178 189
179/* place treasures in the map, given the 190/* place treasures in the map, given the
180map, (required) 191map, (required)
181layout, (required) 192maze, (required)
182treasure 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.)
183treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
184*/ 195*/
185void 196void
186place_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)
187{ 198{
188 char styledirname[1024];
189 char stylefilepath[1024];
190 maptile *style_map = 0;
191 int num_treasures; 199 int num_treasures;
192 200
193 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
194 if (treasure_style) 202 if (treasure_style)
195 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
217 225
218 if (num_treasures <= 0) 226 if (num_treasures <= 0)
219 return; 227 return;
220 228
221 /* get the style map */ 229 /* get the style map */
222 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
223 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
224 style_map = find_style (styledirname, treasure_style, -1);
225 231
226 if (!style_map) 232 if (!style_map)
227 { 233 {
228 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);
229 return; 235 return;
230 } 236 }
231 237
232 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
233 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
244 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
245 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
246 { 252 {
247 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
248 { 254 {
249 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
250 { 256 {
251 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
252 object *chest; 258 object *chest;
253 259
254 if (tdiv == 3) 260 if (tdiv == 3)
260 if (!chest) 266 if (!chest)
261 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
262 268
263 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
264 { 270 {
265 object **doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
266 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
267 free (doorlist); 273 free (doorlist);
268 } 274 }
269 } 275 }
270 } 276 }
282 tries = 0; 288 tries = 0;
283 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
284 { 290 {
285 i = rmg_rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
286 j = rmg_rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
287 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
288 295
289 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
290 i = -1; 297 i = -1;
291 298
292 tries++; 299 tries++;
299 306
300 i = chest->x; 307 i = chest->x;
301 j = chest->y; 308 j = chest->y;
302 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
303 { 310 {
304 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
305 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
306 free (doorlist); 313 free (doorlist);
307 } 314 }
308 } 315 }
309 } 316 }
310 } 317 }
311 else 318 else
312 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
313 int ti, i, j; 320 int ti, i, j;
314 321
315 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
316 { 323 {
317 i = rmg_rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
322} 329}
323 330
324/* 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
325 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,
326 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 */
327object * 334static object *
328place_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)
329{ 336{
330 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
331 338
332 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
335 { 342 {
336 the_chest->destroy (); 343 the_chest->destroy ();
337 return NULL; 344 return NULL;
338 } 345 }
339 346
340 int xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
341 int yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
342 349
343 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
344 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
345 return 0; 352 return 0;
346 353
355 if (tlist != NULL) 362 if (tlist != NULL)
356 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
357 { /* use the treasure list */ 364 { /* use the treasure list */
358 object *new_treasure = style_map->pick_random_object (rmg_rndm); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
359 366
360 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
361 } 368 }
362 else 369 else
363 { /* use the style map */ 370 { /* use the style map */
364 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
365 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
373 } 380 }
374 381
375 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
376 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
377 { 384 {
378 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
379 386
380 if (trap_map) 387 if (trap_map)
381 { 388 {
382 object *the_trap = trap_map->pick_random_object (rmg_rndm); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
383 390
399 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
400 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
401 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
402 { 409 {
403 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));
404 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
405 } 412 }
406 413
407 /* actually place the chest. */ 414 /* actually place the chest. */
408 the_chest->x = xl; 415 the_chest->x = xl;
409 the_chest->y = yl; 416 the_chest->y = yl;
410 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
411 return the_chest; 418 return the_chest;
412} 419}
413 420
414
415/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
416 or walls */ 422static object *
417object *
418find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
419{ 424{
420 int i; 425 int i;
421 426
422 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
423 { 428 {
424 int lx, ly; 429 int lx, ly;
425 430
426 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
427 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
428 /* boundscheck */ 433 /* boundscheck */
429 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
430 /* 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. */
431 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
432 { 437 {
433 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
434 439
435 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
436 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
437 return the_monster; 444 return the_monster;
438 } 445 }
439 } 446 }
440 return NULL; 447 return NULL;
441} 448}
442 449
443/* 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. */
444 451
445object *theMonsterToFind; 452static object *theMonsterToFind;
446 453
447/* 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.
448 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 */
449 456static object *
450object *
451find_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)
452{ 458{
453 int i, j; 459 int i, j;
454 460
455 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
456 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
457 return theMonsterToFind; 463 return theMonsterToFind;
458 464
459 /* bounds check x and y */ 465 /* bounds check x and y */
460 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
461 return theMonsterToFind; 467 return theMonsterToFind;
462 468
463 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
464 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
465 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
466 472
467 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
468 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
469 layout[x][y] = 1; 475 maze[x][y] = 1;
470 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
471 { 477 {
472 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
473 479
474 /* check off this point */ 480 /* check off this point */
475 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);
476 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
477 { 483 {
478 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
479 return theMonsterToFind; 485 return theMonsterToFind;
480 } 486 }
481 } 487 }
482 488
483 /* 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 */
484 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++)
485 { 491 {
486 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));
487 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
488 return theMonsterToFind; 494 return theMonsterToFind;
489 } 495 }
490 496
491 return theMonsterToFind; 497 return theMonsterToFind;
492} 498}
493 499
494/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
495 real work. */ 501 real work. */
496object * 502static object *
497find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
498{ 504{
499 Layout layout2 (RP); 505 layout layout2 (map->width, map->height);
500 506
501 layout2->clear (); 507 // find walls
502
503 /* allocate and copy the layout, converting C to 0. */
504 for (int i = 0; i < layout2->w; i++) 508 for (int i = 0; i < layout2.w; i++)
505 for (int j = 0; j < layout2->h; j++) 509 for (int j = 0; j < layout2.h; j++)
506 if (wall_blocked (map, i, j)) 510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
507 layout2[i][j] = '#';
508 511
509 theMonsterToFind = 0; 512 theMonsterToFind = 0;
510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
511
512 layout2.free ();
513 514
514 return theMonsterToFind; 515 return theMonsterToFind;
515} 516}
516
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x;
519int *room_free_spots_y;
520int number_of_free_spots_in_room;
521 517
522/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 520that datastructure. */
525void 521static void
526find_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)
527{ 523{
528 int i, j;
529
530 /* bounds check x and y */ 524 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
532 return; 526 return;
533 527
534 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
536 return; 530 return;
537 531
538 /* 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.
539 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
540 /* check off this point */ 534 /* check off this point */
541 layout[x][y] = 1; 535 maze[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
543 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++;
545 537
546 /* 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 */
547 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++)
548 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));
549 541
550} 542}
551 543
552/* 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. */
553void 545static void
554find_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)
555{ 547{
556 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
557 int i, j;
558 549
559 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
560 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
561 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 551
563 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
564 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
565 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
566 { 554 for (int j = 0; j < map->height; j++)
567 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
568 for (j = 0; j < RP->Ysize; j++)
569 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#';
571 }
572 556
573 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
575 559
576 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
577 {
578 i = rmg_rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i];
581 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
582 563
583 /* deallocate the temp. layout */ 564 *kx = p.x;
584 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
585 free (layout2[i]); 566 }
586
587 free (layout2);
588 free (room_free_spots_x);
589 free (room_free_spots_y);
590} 567}
591
592 568
593/* 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
594 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
595 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
596void 572static void
597find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
598{ 574{
599 int x, y; 575 int x, y;
600 int i; 576 int i;
601 577
602 x = *cx; 578 x = *cx;
604 580
605 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
606 { 582 {
607 int lx, ly, sindex; 583 int lx, ly, sindex;
608 584
609 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
610 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
611 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
612 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
613 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
614 { 590 {
615 *cx = lx; 591 *cx = lx;
616 *cy = ly; 592 *cy = ly;
622 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
623 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
624 { 600 {
625 int lx, ly, sindex; 601 int lx, ly, sindex;
626 602
627 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
628 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
629 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
630 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
631 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)
632 { 608 {
633 *cx = lx; 609 *cx = lx;
634 *cy = ly; 610 *cy = ly;
639 /* settle for one surround point */ 615 /* settle for one surround point */
640 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
641 { 617 {
642 int lx, ly, sindex; 618 int lx, ly, sindex;
643 619
644 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
645 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
646 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
647 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
648 if (sindex) 624 if (sindex)
649 { 625 {
650 *cx = lx; 626 *cx = lx;
651 *cy = ly; 627 *cy = ly;
652 return; 628 return;
653 } 629 }
654 } 630 }
655 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
656 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);
657 633
658 if (i != -1) 634 if (i != -1)
659 { 635 {
660 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
661 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
662 } 638 }
663 else 639 else
664 { 640 {
665 /* indicate failure */ 641 /* indicate failure */
666 *cx = -1; 642 *cx = -1;
667 *cy = -1; 643 *cy = -1;
668 } 644 }
669} 645}
670 646
671void 647static void
672remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
673{ 649{
674 for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
675 { 651 {
676 object *next = tmp->above; 652 object *next = tmp->above;
683} 659}
684 660
685/* 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
686 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
687 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
688object ** 664static object **
689surround_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)
690{ 666{
691 int i; 667 int i;
692 const char *doors[2]; 668 const char *doors[2];
693 object **doorlist; 669 object **doorlist;
694 int ndoors_made = 0; 670 int ndoors_made = 0;
707 } 683 }
708 684
709 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
710 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
711 { 687 {
712 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
713 689
714 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
715 { /* place a door */ 691 { /* place a door */
716 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
717 693
718 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]);
719 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
720 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
721 ndoors_made++; 697 ndoors_made++;
722 } 698 }
723 } 699 }
724 700
725 return doorlist; 701 return doorlist;
726} 702}
727 703
728
729/* 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. */
730object * 705static object *
731door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
732{ 707{
733 object *tmp;
734
735 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)
736 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
737 return tmp; 710 return tmp;
711
738 return NULL; 712 return NULL;
739} 713}
740 714
741/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
742void 716static void
743find_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)
744{ 718{
745 int i, j; 719 int i, j;
746 object *door; 720 object *door;
747 721
748 /* bounds check x and y */ 722 /* bounds check x and y */
749 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
750 return; 724 return;
751 725
752 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
753 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
754 return; 728 return;
755 729
756 /* check off this point */ 730 /* check off this point */
757 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
758 { /* there could be a door here */ 732 { /* there could be a door here */
759 layout[x][y] = 1; 733 maze[x][y] = 1;
760 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
761 if (door) 735 if (door)
762 { 736 {
763 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
764 738
771 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
772 } 746 }
773 } 747 }
774 else 748 else
775 { 749 {
776 layout[x][y] = 1; 750 maze[x][y] = 1;
777 751
778 /* 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 */
779 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++)
780 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
781 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
782 doorlist, ndoors, RP); 756 doorlist, ndoors);
783 } 757 }
784} 758}
785 759
786/* 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. */
787object ** 761static object **
788find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
789{ 763{
790 int i, j; 764 int i, j;
791 int ndoors = 0; 765 int ndoors = 0;
792 766
793 object **doorlist = (object **)calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
794 768
795 LayoutData layout2 (RP->Xsize, RP->Ysize); 769 layout layout2 (map->width, map->height);
796 layout2.clear (); 770 layout2.clear ();
797 771
798 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
799 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
800 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
801 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
802 776
803 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
804 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
805 779
806 return doorlist; 780 return doorlist;
807} 781}
808 782
809/* 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
810 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
811void 785static void
812lock_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)
813{ 787{
814 object *door; 788 object *door;
815 int i; 789 int i;
816 790
818 792
819 if (opts & DOORED) 793 if (opts & DOORED)
820 { 794 {
821 for (i = 0, door = doorlist[0]; doorlist[i]; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
822 { 796 {
823 object *new_door = get_archetype (shstr_locked_door1); 797 object *new_door = archetype::get (shstr_locked_door1);
824 798
825 door = doorlist[i]; 799 door = doorlist[i];
826 new_door->face = door->face; 800 new_door->face = door->face;
827 new_door->x = door->x; 801 new_door->x = door->x;
828 new_door->y = door->y; 802 new_door->y = door->y;
829 door->destroy (); 803 door->destroy ();
830 doorlist[i] = new_door; 804 doorlist[i] = new_door;
831 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
832 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));
833 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);
834 } 808 }
835 } 809 }
836 810
837 /* 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. */
838 if (opts & HIDDEN) 812 if (opts & HIDDEN)

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