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

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.51 by root, Sun Mar 28 22:29:50 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); 47static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP); 48static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP); 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); 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, 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); 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, random_map_params *RP); 53static void find_enclosed_spot (maptile *map, int *cx, int *cy);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts); 54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55 55
56/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
58static int 58static int
59bc_random (int x) 59bc_random (int x)
68 object *key = archetype::get (shstr_key_random_map); 68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode; 69 key->slaying = keycode;
70 return key; 70 return key;
71} 71}
72 72
73/* places keys in the map, preferably in something alive. 73/* places keys in the map, preferably in something alive.
74 keycode is the key's code, 74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS. 75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. 76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: 77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79 79
80 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
81 sure a key is placed on both sides of the door. 81 sure a key is placed on both sides of the door.
82*/ 82*/
83static int 83static int
84keyplace (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)
85{ 85{
86 int i, j; 86 int i, j;
87 int kx = 0, ky = 0; 87 int kx = 0, ky = 0;
88 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); 89 object *the_key = gen_key (keycode);
93 int tries = 0; 93 int tries = 0;
94 94
95 the_keymaster = 0; 95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster) 96 while (tries < 15 && !the_keymaster)
97 { 97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1; 98 i = rmg_rndm (map->width - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1; 99 j = rmg_rndm (map->height - 2) + 1;
100 tries++; 100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP); 101 the_keymaster = find_closest_monster (map, i, j);
102 } 102 }
103 103
104 /* 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. */
105 if (!the_keymaster) 105 if (!the_keymaster)
106 { 106 {
107 int freeindex; 107 int freeindex;
108 108
109 freeindex = -1; 109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 { 111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (map->width - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (map->height - 2) + 1;
114 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);
115 } 115 }
116 116
117 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
118 if (freeindex >= 0) 118 if (freeindex >= 0)
119 { 119 {
120 kx += freearr_x [freeindex]; 120 kx += DIRX (freeindex);
121 ky += freearr_y [freeindex]; 121 ky += DIRY (freeindex);
122 } 122 }
123 } 123 }
124 } 124 }
125 else 125 else
126 { /* NO_PASS_DOORS --we have to work harder. */ 126 { /* NO_PASS_DOORS --we have to work harder. */
132 { 132 {
133 the_key->destroy (); 133 the_key->destroy ();
134 return 0; 134 return 0;
135 } 135 }
136 136
137 the_keymaster = find_monster_in_room (map, x, y, RP); 137 the_keymaster = find_monster_in_room (map, x, y);
138 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. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP); 139 find_spot_in_room (map, x, y, &kx, &ky);
140 } 140 }
141 else 141 else
142 { 142 {
143 int sum = 0; /* count how many keys we actually place */ 143 int sum = 0; /* count how many keys we actually place */
144 144
145 /* 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. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
150 150
151 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. */
152 { /* diagonally this time. */ 152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
157 } 157 }
158 158
159 the_key->destroy (); 159 the_key->destroy ();
160 return 1; 160 return 1;
161 } 161 }
185 185
186 m->at (x, y).update (); 186 m->at (x, y).update ();
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
188} 188}
189 189
190/* place treasures in the map, given the 190/* place treasures in the map, given the
191map, (required) 191map, (required)
192layout, (required) 192maze, (required)
193treasure 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.)
194treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
195*/ 195*/
196void 196void
197place_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)
198{ 198{
199 int num_treasures; 199 int num_treasures;
200 200
201 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
202 if (treasure_style) 202 if (treasure_style)
225 225
226 if (num_treasures <= 0) 226 if (num_treasures <= 0)
227 return; 227 return;
228 228
229 /* get the style map */ 229 /* get the style map */
230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, -1); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
231 231
232 if (!style_map) 232 if (!style_map)
233 { 233 {
234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
235 return; 235 return;
250 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
251 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
252 { 252 {
253 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
254 { 254 {
255 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
256 { 256 {
257 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
258 object *chest; 258 object *chest;
259 259
260 if (tdiv == 3) 260 if (tdiv == 3)
266 if (!chest) 266 if (!chest)
267 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268 268
269 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
270 { 270 {
271 object **doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
272 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
273 free (doorlist); 273 free (doorlist);
274 } 274 }
275 } 275 }
276 } 276 }
288 tries = 0; 288 tries = 0;
289 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
290 { 290 {
291 i = rmg_rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
292 j = rmg_rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
293 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
294 295
295 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
296 i = -1; 297 i = -1;
297 298
298 tries++; 299 tries++;
305 306
306 i = chest->x; 307 i = chest->x;
307 j = chest->y; 308 j = chest->y;
308 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
309 { 310 {
310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
311 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
312 free (doorlist); 313 free (doorlist);
313 } 314 }
314 } 315 }
315 } 316 }
316 } 317 }
317 else 318 else
318 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
319 int ti, i, j; 320 int ti, i, j;
320 321
321 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
322 { 323 {
323 i = rmg_rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
341 { 342 {
342 the_chest->destroy (); 343 the_chest->destroy ();
343 return NULL; 344 return NULL;
344 } 345 }
345 346
346 int xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
347 int yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
348 349
349 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
350 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
351 return 0; 352 return 0;
352 353
379 } 380 }
380 381
381 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
382 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
383 { 384 {
384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
385 386
386 if (trap_map) 387 if (trap_map)
387 { 388 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389 390
405 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
406 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
408 { 409 {
409 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));
410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
411 } 412 }
412 413
413 /* actually place the chest. */ 414 /* actually place the chest. */
414 the_chest->x = xl; 415 the_chest->x = xl;
415 the_chest->y = yl; 416 the_chest->y = yl;
417 return the_chest; 418 return the_chest;
418} 419}
419 420
420/* finds the closest monster and returns him, regardless of doors or walls */ 421/* finds the closest monster and returns him, regardless of doors or walls */
421static object * 422static object *
422find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
423{ 424{
424 int i; 425 int i;
425 426
426 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
427 { 428 {
428 int lx, ly; 429 int lx, ly;
429 430
430 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
431 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
432 /* boundscheck */ 433 /* boundscheck */
433 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
434 /* 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. */
435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
436 { 437 {
437 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
438 439
439 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
440 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
441 return the_monster; 444 return the_monster;
442 } 445 }
443 } 446 }
444 return NULL; 447 return NULL;
445} 448}
447/* 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. */
448 451
449static object *theMonsterToFind; 452static object *theMonsterToFind;
450 453
451/* 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.
452 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 */
453static object * 456static object *
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. */
499static object * 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 */
521static int *room_free_spots_x;
522static int *room_free_spots_y;
523static int 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. */
528static void 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. */
556static void 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.*/
599static void 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;
687 660
688/* 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
689 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
690 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
691static object ** 664static object **
692surround_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)
693{ 666{
694 int i; 667 int i;
695 const char *doors[2]; 668 const char *doors[2];
696 object **doorlist; 669 object **doorlist;
697 int ndoors_made = 0; 670 int ndoors_made = 0;
710 } 683 }
711 684
712 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
713 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
714 { 687 {
715 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
716 689
717 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
718 { /* place a door */ 691 { /* place a door */
719 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
720 693
721 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]);
722 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
723 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 697 ndoors_made++;
725 } 698 }
726 } 699 }
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 */
743static void 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. */
788static object ** 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
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)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines