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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.56 by root, Fri Jul 2 03:40:14 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 = rmg_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, const 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)
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
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 && (!the_monster->flag [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 && the_monster->flag [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;
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 && (!the_monster->flag [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 && the_monster->flag [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 (map->width, map->height); 505 layout layout2 (map->width, map->height);
503 506
504 // find walls 507 // find walls
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 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
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);
511 514
512 return theMonsterToFind; 515 return theMonsterToFind;
513} 516}
514
515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
516static int *room_free_spots_x;
517static int *room_free_spots_y;
518static int number_of_free_spots_in_room;
519 517
520/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
521a 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
522that datastructure. */ 520that datastructure. */
523static void 521static void
524find_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)
525{ 523{
526 int i, j;
527
528 /* bounds check x and y */ 524 /* bounds check x and y */
529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
530 return; 526 return;
531 527
532 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
533 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
534 return; 530 return;
535 531
536 /* 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.
537 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
538 /* check off this point */ 534 /* check off this point */
539 layout[x][y] = 1; 535 maze[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
541 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++;
543 537
544 /* 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 */
545 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++)
546 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));
547 541
548} 542}
549 543
550/* 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. */
551static void 545static void
552find_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)
553{ 547{
554 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
555 int i, j;
556 549
557 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560 551
561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
562 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
564 { 554 for (int j = 0; j < map->height; j++)
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
566 for (j = 0; j < RP->Ysize; j++)
567 if (wall_blocked (map, i, j))
568 layout2[i][j] = '#';
569 }
570 556
571 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
572 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
573 559
574 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
575 {
576 i = rmg_rndm (number_of_free_spots_in_room);
577 *kx = room_free_spots_x[i];
578 *ky = room_free_spots_y[i];
579 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
580 563
581 /* deallocate the temp. layout */ 564 *kx = p.x;
582 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
583 free (layout2[i]); 566 }
584
585 free (layout2);
586 free (room_free_spots_x);
587 free (room_free_spots_y);
588} 567}
589
590 568
591/* 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
592 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
593 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
594static void 572static void
595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
596{ 574{
597 int x, y; 575 int x, y;
598 int i; 576 int i;
599 577
600 x = *cx; 578 x = *cx;
602 580
603 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
604 { 582 {
605 int lx, ly, sindex; 583 int lx, ly, sindex;
606 584
607 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
608 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
609 sindex = surround_flag3 (map, lx, ly); 587 sindex = surround_flag3 (map, lx, ly);
610 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
612 { 590 {
613 *cx = lx; 591 *cx = lx;
620 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
621 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
622 { 600 {
623 int lx, ly, sindex; 601 int lx, ly, sindex;
624 602
625 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
626 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
627 sindex = surround_flag3 (map, lx, ly); 605 sindex = surround_flag3 (map, lx, ly);
628 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
629 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)
630 { 608 {
631 *cx = lx; 609 *cx = lx;
637 /* settle for one surround point */ 615 /* settle for one surround point */
638 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
639 { 617 {
640 int lx, ly, sindex; 618 int lx, ly, sindex;
641 619
642 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
643 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
644 sindex = surround_flag3 (map, lx, ly); 622 sindex = surround_flag3 (map, lx, ly);
645 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
646 if (sindex) 624 if (sindex)
647 { 625 {
648 *cx = lx; 626 *cx = lx;
653 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
654 i = rmg_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);
655 633
656 if (i != -1) 634 if (i != -1)
657 { 635 {
658 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
659 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
660 } 638 }
661 else 639 else
662 { 640 {
663 /* indicate failure */ 641 /* indicate failure */
664 *cx = -1; 642 *cx = -1;
682 660
683/* 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
684 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
685 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
686static object ** 664static object **
687surround_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)
688{ 666{
689 int i; 667 int i;
690 const char *doors[2]; 668 const char *doors[2];
691 object **doorlist; 669 object **doorlist;
692 int ndoors_made = 0; 670 int ndoors_made = 0;
705 } 683 }
706 684
707 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
708 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
709 { 687 {
710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
711 689
712 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
713 { /* place a door */ 691 { /* place a door */
714 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
715 693
716 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]);
717 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
718 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
719 ndoors_made++; 697 ndoors_made++;
720 } 698 }
721 } 699 }
734 return NULL; 712 return NULL;
735} 713}
736 714
737/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
738static void 716static void
739find_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)
740{ 718{
741 int i, j; 719 int i, j;
742 object *door; 720 object *door;
743 721
744 /* bounds check x and y */ 722 /* bounds check x and y */
745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
746 return; 724 return;
747 725
748 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
749 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
750 return; 728 return;
751 729
752 /* check off this point */ 730 /* check off this point */
753 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
754 { /* there could be a door here */ 732 { /* there could be a door here */
755 layout[x][y] = 1; 733 maze[x][y] = 1;
756 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
757 if (door) 735 if (door)
758 { 736 {
759 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
760 738
767 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
768 } 746 }
769 } 747 }
770 else 748 else
771 { 749 {
772 layout[x][y] = 1; 750 maze[x][y] = 1;
773 751
774 /* 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 */
775 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++)
776 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
778 doorlist, ndoors, RP); 756 doorlist, ndoors);
779 } 757 }
780} 758}
781 759
782/* 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. */
783static object ** 761static object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
785{ 763{
786 int i, j; 764 int i, j;
787 int ndoors = 0; 765 int ndoors = 0;
788 766
789 object **doorlist = (object **)calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
790 768
791 Layout layout2 (RP->Xsize, RP->Ysize); 769 layout layout2 (map->width, map->height);
792 layout2.clear (); 770 layout2.clear ();
793 771
794 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
796 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
798 776
799 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
800 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
801 779
802 return doorlist; 780 return doorlist;
803} 781}
804 782
805/* 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
814 792
815 if (opts & DOORED) 793 if (opts & DOORED)
816 { 794 {
817 for (i = 0, door = doorlist[0]; doorlist[i]; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
818 { 796 {
819 object *new_door = get_archetype (shstr_locked_door1); 797 object *new_door = archetype::get (shstr_locked_door1);
820 798
821 door = doorlist[i]; 799 door = doorlist[i];
822 new_door->face = door->face; 800 new_door->face = door->face;
823 new_door->x = door->x; 801 new_door->x = door->x;
824 new_door->y = door->y; 802 new_door->y = door->y;
825 door->destroy (); 803 door->destroy ();
826 doorlist[i] = new_door; 804 doorlist[i] = new_door;
827 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
828 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));
829 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);
830 } 808 }
831 } 809 }
832 810
833 /* 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. */
834 if (opts & HIDDEN) 812 if (opts & HIDDEN)

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