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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.45 by root, Mon Oct 12 14:00:58 2009 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 it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * 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>
23 */ 24 */
24 25
25/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
26 27
27#include <global.h> 28#include <global.h>
28#include <random_map.h> 29#include <rmg.h>
29#include <rproto.h> 30#include <rproto.h>
30 31
31/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
32 33
33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 34#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
41#define LAST_OPTION 64 /* set this to the last real option, for random */ 42#define LAST_OPTION 64 /* set this to the last real option, for random */
42 43
43#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 45#define PASS_DOORS 1
45 46
47static object *find_closest_monster (maptile *map, int x, int y);
48static object *find_monster_in_room (maptile *map, int x, int y);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55
46/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
48static int 58static int
49bc_random (int x) 59bc_random (int x)
50{ 60{
58 object *key = archetype::get (shstr_key_random_map); 68 object *key = archetype::get (shstr_key_random_map);
59 key->slaying = keycode; 69 key->slaying = keycode;
60 return key; 70 return key;
61} 71}
62 72
63/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
64 keycode is the key's code, 74 keycode is the key's code,
65 door_flag is either PASS_DOORS or NO_PASS_DOORS. 75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
66 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.
67 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:
68 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.
69 79
70 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
71 sure a key is placed on both sides of the door. 81 sure a key is placed on both sides of the door.
72*/ 82*/
73static int 83static int
74keyplace (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)
75{ 85{
76 int i, j; 86 int i, j;
77 int kx = 0, ky = 0; 87 int kx = 0, ky = 0;
78 object *the_keymaster; /* the monster that gets the key. */ 88 object *the_keymaster; /* the monster that gets the key. */
79 object *the_key = gen_key (keycode); 89 object *the_key = gen_key (keycode);
83 int tries = 0; 93 int tries = 0;
84 94
85 the_keymaster = 0; 95 the_keymaster = 0;
86 while (tries < 15 && !the_keymaster) 96 while (tries < 15 && !the_keymaster)
87 { 97 {
88 i = rmg_rndm (RP->Xsize - 2) + 1; 98 i = rmg_rndm (map->width - 2) + 1;
89 j = rmg_rndm (RP->Ysize - 2) + 1; 99 j = rmg_rndm (map->height - 2) + 1;
90 tries++; 100 tries++;
91 the_keymaster = find_closest_monster (map, i, j, RP); 101 the_keymaster = find_closest_monster (map, i, j);
92 } 102 }
93 103
94 /* 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. */
95 if (!the_keymaster) 105 if (!the_keymaster)
96 { 106 {
97 int freeindex; 107 int freeindex;
98 108
99 freeindex = -1; 109 freeindex = -1;
100 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
101 { 111 {
102 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (map->width - 2) + 1;
103 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (map->height - 2) + 1;
104 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);
105 } 115 }
106 116
107 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
108 if (freeindex >= 0) 118 if (freeindex >= 0)
109 { 119 {
110 kx += freearr_x [freeindex]; 120 kx += DIRX (freeindex);
111 ky += freearr_y [freeindex]; 121 ky += DIRY (freeindex);
112 } 122 }
113 } 123 }
114 } 124 }
115 else 125 else
116 { /* NO_PASS_DOORS --we have to work harder. */ 126 { /* NO_PASS_DOORS --we have to work harder. */
122 { 132 {
123 the_key->destroy (); 133 the_key->destroy ();
124 return 0; 134 return 0;
125 } 135 }
126 136
127 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y);
128 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. */
129 find_spot_in_room (map, x, y, &kx, &ky, RP); 139 find_spot_in_room (map, x, y, &kx, &ky);
130 } 140 }
131 else 141 else
132 { 142 {
133 int sum = 0; /* count how many keys we actually place */ 143 int sum = 0; /* count how many keys we actually place */
134 144
135 /* 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. */
136 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
137 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
138 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
139 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
140 150
141 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. */
142 { /* diagonally this time. */ 152 { /* diagonally this time. */
143 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
144 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
145 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
146 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
147 } 157 }
148 158
149 the_key->destroy (); 159 the_key->destroy ();
150 return 1; 160 return 1;
151 } 161 }
175 185
176 m->at (x, y).update (); 186 m->at (x, y).update ();
177 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
178} 188}
179 189
180/* place treasures in the map, given the 190/* place treasures in the map, given the
181map, (required) 191map, (required)
182layout, (required) 192maze, (required)
183treasure 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.)
184treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
185*/ 195*/
186void 196void
187place_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)
188{ 198{
189 char styledirname[1024];
190 char stylefilepath[1024];
191 maptile *style_map = 0;
192 int num_treasures; 199 int num_treasures;
193 200
194 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
195 if (treasure_style) 202 if (treasure_style)
196 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
218 225
219 if (num_treasures <= 0) 226 if (num_treasures <= 0)
220 return; 227 return;
221 228
222 /* get the style map */ 229 /* get the style map */
223 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
225 style_map = find_style (styledirname, treasure_style, -1);
226 231
227 if (!style_map) 232 if (!style_map)
228 { 233 {
229 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);
230 return; 235 return;
231 } 236 }
232 237
233 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
234 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
245 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
246 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
247 { 252 {
248 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
249 { 254 {
250 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
251 { 256 {
252 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
253 object *chest; 258 object *chest;
254 259
255 if (tdiv == 3) 260 if (tdiv == 3)
261 if (!chest) 266 if (!chest)
262 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
263 268
264 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
265 { 270 {
266 object **doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
267 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
268 free (doorlist); 273 free (doorlist);
269 } 274 }
270 } 275 }
271 } 276 }
283 tries = 0; 288 tries = 0;
284 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
285 { 290 {
286 i = rmg_rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
287 j = rmg_rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
288 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
289 295
290 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
291 i = -1; 297 i = -1;
292 298
293 tries++; 299 tries++;
300 306
301 i = chest->x; 307 i = chest->x;
302 j = chest->y; 308 j = chest->y;
303 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
304 { 310 {
305 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
306 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
307 free (doorlist); 313 free (doorlist);
308 } 314 }
309 } 315 }
310 } 316 }
311 } 317 }
312 else 318 else
313 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
314 int ti, i, j; 320 int ti, i, j;
315 321
316 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
317 { 323 {
318 i = rmg_rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
323} 329}
324 330
325/* 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
326 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,
327 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 */
328object * 334static object *
329place_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)
330{ 336{
331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
332 338
333 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
336 { 342 {
337 the_chest->destroy (); 343 the_chest->destroy ();
338 return NULL; 344 return NULL;
339 } 345 }
340 346
341 int xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
342 int yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
343 349
344 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
345 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
346 return 0; 352 return 0;
347 353
356 if (tlist != NULL) 362 if (tlist != NULL)
357 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
358 { /* use the treasure list */ 364 { /* use the treasure list */
359 object *new_treasure = style_map->pick_random_object (rmg_rndm); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
360 366
361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
362 } 368 }
363 else 369 else
364 { /* use the style map */ 370 { /* use the style map */
365 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
366 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
374 } 380 }
375 381
376 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
377 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
378 { 384 {
379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
380 386
381 if (trap_map) 387 if (trap_map)
382 { 388 {
383 object *the_trap = trap_map->pick_random_object (rmg_rndm); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384 390
400 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
401 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
402 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
403 { 409 {
404 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));
405 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
406 } 412 }
407 413
408 /* actually place the chest. */ 414 /* actually place the chest. */
409 the_chest->x = xl; 415 the_chest->x = xl;
410 the_chest->y = yl; 416 the_chest->y = yl;
411 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
412 return the_chest; 418 return the_chest;
413} 419}
414 420
415
416/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
417 or walls */ 422static object *
418object *
419find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
420{ 424{
421 int i; 425 int i;
422 426
423 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
424 { 428 {
425 int lx, ly; 429 int lx, ly;
426 430
427 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
428 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
429 /* boundscheck */ 433 /* boundscheck */
430 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
431 /* 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. */
432 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
433 { 437 {
434 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
435 439
436 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
437 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
438 return the_monster; 444 return the_monster;
439 } 445 }
440 } 446 }
441 return NULL; 447 return NULL;
442} 448}
443 449
444/* 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. */
445 451
446object *theMonsterToFind; 452static object *theMonsterToFind;
447 453
448/* 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.
449 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 */
450 456static object *
451object *
452find_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)
453{ 458{
454 int i, j; 459 int i, j;
455 460
456 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
457 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
458 return theMonsterToFind; 463 return theMonsterToFind;
459 464
460 /* bounds check x and y */ 465 /* bounds check x and y */
461 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
462 return theMonsterToFind; 467 return theMonsterToFind;
463 468
464 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
465 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
466 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
467 472
468 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
469 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
470 layout[x][y] = 1; 475 maze[x][y] = 1;
471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 { 477 {
473 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
474 479
475 /* check off this point */ 480 /* check off this point */
476 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);
477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
478 { 483 {
479 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
480 return theMonsterToFind; 485 return theMonsterToFind;
481 } 486 }
482 } 487 }
483 488
484 /* 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 */
485 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++)
486 { 491 {
487 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));
488 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
489 return theMonsterToFind; 494 return theMonsterToFind;
490 } 495 }
491 496
492 return theMonsterToFind; 497 return theMonsterToFind;
493} 498}
494 499
495/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
496 real work. */ 501 real work. */
497object * 502static object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
499{ 504{
500 Layout layout2 (RP); 505 layout layout2 (map->width, map->height);
501 506
502 layout2->clear (); 507 // find walls
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++) 508 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2->h; j++) 509 for (int j = 0; j < layout2.h; j++)
507 if (wall_blocked (map, i, j)) 510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
508 layout2[i][j] = '#';
509 511
510 theMonsterToFind = 0; 512 theMonsterToFind = 0;
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 layout2.free ();
514 514
515 return theMonsterToFind; 515 return theMonsterToFind;
516} 516}
517
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
519int *room_free_spots_x;
520int *room_free_spots_y;
521int number_of_free_spots_in_room;
522 517
523/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
524a 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
525that datastructure. */ 520that datastructure. */
526void 521static void
527find_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)
528{ 523{
529 int i, j;
530
531 /* bounds check x and y */ 524 /* bounds check x and y */
532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
533 return; 526 return;
534 527
535 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
536 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
537 return; 530 return;
538 531
539 /* 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.
540 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
541 /* check off this point */ 534 /* check off this point */
542 layout[x][y] = 1; 535 maze[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
544 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++;
546 537
547 /* 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 */
548 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++)
549 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));
550 541
551} 542}
552 543
553/* 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. */
554void 545static void
555find_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)
556{ 547{
557 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 549
560 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
561 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
563 551
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
567 { 554 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
569 for (j = 0; j < RP->Ysize; j++)
570 if (wall_blocked (map, i, j))
571 layout2[i][j] = '#';
572 }
573 556
574 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
576 559
577 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
578 {
579 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i];
582 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
583 563
584 /* deallocate the temp. layout */ 564 *kx = p.x;
585 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
586 free (layout2[i]); 566 }
587
588 free (layout2);
589 free (room_free_spots_x);
590 free (room_free_spots_y);
591} 567}
592
593 568
594/* 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
595 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
596 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
597void 572static void
598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
599{ 574{
600 int x, y; 575 int x, y;
601 int i; 576 int i;
602 577
603 x = *cx; 578 x = *cx;
605 580
606 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
607 { 582 {
608 int lx, ly, sindex; 583 int lx, ly, sindex;
609 584
610 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
611 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
612 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
613 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
614 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
615 { 590 {
616 *cx = lx; 591 *cx = lx;
617 *cy = ly; 592 *cy = ly;
623 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
624 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
625 { 600 {
626 int lx, ly, sindex; 601 int lx, ly, sindex;
627 602
628 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
629 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
630 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
631 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
632 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)
633 { 608 {
634 *cx = lx; 609 *cx = lx;
635 *cy = ly; 610 *cy = ly;
640 /* settle for one surround point */ 615 /* settle for one surround point */
641 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
642 { 617 {
643 int lx, ly, sindex; 618 int lx, ly, sindex;
644 619
645 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
646 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
647 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
648 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
649 if (sindex) 624 if (sindex)
650 { 625 {
651 *cx = lx; 626 *cx = lx;
652 *cy = ly; 627 *cy = ly;
653 return; 628 return;
654 } 629 }
655 } 630 }
656 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
657 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);
658 633
659 if (i != -1) 634 if (i != -1)
660 { 635 {
661 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
662 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
663 } 638 }
664 else 639 else
665 { 640 {
666 /* indicate failure */ 641 /* indicate failure */
667 *cx = -1; 642 *cx = -1;
668 *cy = -1; 643 *cy = -1;
669 } 644 }
670} 645}
671 646
672void 647static void
673remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
674{ 649{
675 for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
676 { 651 {
677 object *next = tmp->above; 652 object *next = tmp->above;
684} 659}
685 660
686/* 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
687 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
688 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
689object ** 664static object **
690surround_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)
691{ 666{
692 int i; 667 int i;
693 const char *doors[2]; 668 const char *doors[2];
694 object **doorlist; 669 object **doorlist;
695 int ndoors_made = 0; 670 int ndoors_made = 0;
708 } 683 }
709 684
710 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
712 { 687 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
714 689
715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
716 { /* place a door */ 691 { /* place a door */
717 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
718 693
719 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]);
720 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
721 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
722 ndoors_made++; 697 ndoors_made++;
723 } 698 }
724 } 699 }
725 700
726 return doorlist; 701 return doorlist;
727} 702}
728 703
729
730/* 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. */
731object * 705static object *
732door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
733{ 707{
734 object *tmp;
735
736 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)
737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
738 return tmp; 710 return tmp;
711
739 return NULL; 712 return NULL;
740} 713}
741 714
742/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
743void 716static void
744find_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)
745{ 718{
746 int i, j; 719 int i, j;
747 object *door; 720 object *door;
748 721
749 /* bounds check x and y */ 722 /* bounds check x and y */
750 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
751 return; 724 return;
752 725
753 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
754 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
755 return; 728 return;
756 729
757 /* check off this point */ 730 /* check off this point */
758 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
759 { /* there could be a door here */ 732 { /* there could be a door here */
760 layout[x][y] = 1; 733 maze[x][y] = 1;
761 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
762 if (door) 735 if (door)
763 { 736 {
764 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
765 738
772 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
773 } 746 }
774 } 747 }
775 else 748 else
776 { 749 {
777 layout[x][y] = 1; 750 maze[x][y] = 1;
778 751
779 /* 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 */
780 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++)
781 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
783 doorlist, ndoors, RP); 756 doorlist, ndoors);
784 } 757 }
785} 758}
786 759
787/* 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. */
788object ** 761static object **
789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
790{ 763{
791 int i, j; 764 int i, j;
792 int ndoors = 0; 765 int ndoors = 0;
793 766
794 object **doorlist = (object **)calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 768
796 LayoutData layout2 (RP->Xsize, RP->Ysize); 769 layout layout2 (map->width, map->height);
797 layout2.clear (); 770 layout2.clear ();
798 771
799 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
800 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
801 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 776
804 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
806 779
807 return doorlist; 780 return doorlist;
808} 781}
809 782
810/* 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
811 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
812void 785static void
813lock_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)
814{ 787{
815 object *door; 788 object *door;
816 int i; 789 int i;
817 790
819 792
820 if (opts & DOORED) 793 if (opts & DOORED)
821 { 794 {
822 for (i = 0, door = doorlist[0]; doorlist[i]; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
823 { 796 {
824 object *new_door = get_archetype (shstr_locked_door1); 797 object *new_door = archetype::get (shstr_locked_door1);
825 798
826 door = doorlist[i]; 799 door = doorlist[i];
827 new_door->face = door->face; 800 new_door->face = door->face;
828 new_door->x = door->x; 801 new_door->x = door->x;
829 new_door->y = door->y; 802 new_door->y = door->y;
830 door->destroy (); 803 door->destroy ();
831 doorlist[i] = new_door; 804 doorlist[i] = new_door;
832 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
833 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));
834 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);
835 } 808 }
836 } 809 }
837 810
838 /* 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. */
839 if (opts & HIDDEN) 812 if (opts & HIDDEN)

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