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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.7 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.66 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
25 26
26
27
28#include <global.h> 27#include <global.h>
29#include <random_map.h> 28#include <rmg.h>
30#include <rproto.h> 29#include <rproto.h>
31 30
32/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
33 32
34#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
42#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
43 42
44#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
45#define PASS_DOORS 1 44#define PASS_DOORS 1
46 45
46static object *find_closest_monster (maptile *map, int x, int y);
47static object *find_monster_in_room (maptile *map, int x, int y);
48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
49static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
50static object **find_doors_in_room (maptile *map, int x, int y);
51static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
54
55/* a macro to get a strongly centered random distribution,
56 from 0 to x, centered at x/2 */
57static int
58bc_random (int x)
59{
60 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
61}
62
63static object *
64gen_key (const shstr &keycode)
65{
66 /* get a key and set its keycode */
67 object *key = archetype::get (shstr_key_random_map);
68 key->slaying = keycode;
69 return key;
70}
71
72/* places keys in the map, preferably in something alive.
73 keycode is the key's code,
74 door_flag is either PASS_DOORS or NO_PASS_DOORS.
75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
76 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
78
79 The idea is that you call keyplace on x,y where a door is, and it'll make
80 sure a key is placed on both sides of the door.
81*/
82static int
83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
84{
85 int i, j;
86 int kx = 0, ky = 0;
87 object *the_keymaster; /* the monster that gets the key. */
88 object *the_key = gen_key (keycode);
89
90 if (door_flag == PASS_DOORS)
91 {
92 int tries = 0;
93
94 the_keymaster = 0;
95 while (tries < 15 && !the_keymaster)
96 {
97 i = rmg_rndm (map->width - 2) + 1;
98 j = rmg_rndm (map->height - 2) + 1;
99 tries++;
100 the_keymaster = find_closest_monster (map, i, j);
101 }
102
103 /* if we don't find a good keymaster, drop the key on the ground. */
104 if (!the_keymaster)
105 {
106 int freeindex;
107
108 freeindex = -1;
109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
110 {
111 kx = rmg_rndm (map->width - 2) + 1;
112 ky = rmg_rndm (map->height - 2) + 1;
113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
114 }
115
116 // can freeindex ever be < 0?
117 if (freeindex >= 0)
118 {
119 kx += DIRX (freeindex);
120 ky += DIRY (freeindex);
121 }
122 }
123 }
124 else
125 { /* NO_PASS_DOORS --we have to work harder. */
126 /* don't try to keyplace if we're sitting on a blocked square and
127 NO_PASS_DOORS is set. */
128 if (n_keys == 1)
129 {
130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
133 return 0;
134 }
135
136 the_keymaster = find_monster_in_room (map, x, y);
137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
138 find_spot_in_room (map, x, y, &kx, &ky);
139 }
140 else
141 {
142 int sum = 0; /* count how many keys we actually place */
143
144 /* I'm lazy, so just try to place in all 4 directions. */
145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
149
150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
151 { /* diagonally this time. */
152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
156 }
157
158 the_key->destroy ();
159 return 1;
160 }
161 }
162
163 if (the_keymaster)
164 the_keymaster->head_ ()->insert (the_key);
165 else
166 {
167 the_key->x = kx;
168 the_key->y = ky;
169 insert_ob_in_map (the_key, map, NULL, 0);
170 }
171
172 return 1;
173}
47 174
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 175/* returns true if square x,y has P_NO_PASS set, which is true for walls
49 * and doors but not monsters. 176 * and doors but not monsters.
50 * This function is not map tile aware. 177 * This function is not map tile aware.
51 */ 178 */
52
53int 179int
54wall_blocked (maptile *m, int x, int y) 180wall_blocked (maptile *m, int x, int y)
55{ 181{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y)) 182 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1; 183 return 1;
184
185 m->at (x, y).update ();
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
61 return r;
62} 187}
63 188
64/* place treasures in the map, given the 189/* place treasures in the map, given the
65map, (required) 190map, (required)
66layout, (required) 191maze, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.) 192treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
69*/ 194*/
70
71void 195void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
73{ 197{
74 char styledirname[256];
75 char stylefilepath[256];
76 maptile *style_map = 0;
77 int num_treasures; 198 int num_treasures;
78 199
79 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
80 if (treasure_style) 201 if (treasure_style)
81 if (!strcmp (treasure_style, "none")) 202 if (!strcmp (treasure_style, "none"))
82 return; 203 return;
204
83 if (treasureoptions <= 0) 205 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION); 206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
85 207
86 /* filter out the mutually exclusive options */ 208 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 { 210 {
89 if (RANDOM () % 2) 211 if (rmg_rndm (2))
90 treasureoptions -= 1; 212 treasureoptions -= 1;
91 else 213 else
92 treasureoptions -= 2; 214 treasureoptions -= 2;
93 } 215 }
94 216
95 /* pick the number of treasures */ 217 /* pick the number of treasures */
96 if (treasureoptions & SPARSE) 218 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 219 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH) 220 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 221 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else 222 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 223 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
102 224
103 if (num_treasures <= 0) 225 if (num_treasures <= 0)
104 return; 226 return;
105 227
106 /* get the style map */ 228 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles"); 229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 230
109 style_map = find_style (styledirname, treasure_style, -1); 231 if (!style_map)
232 {
233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
234 return;
235 }
110 236
111 /* all the treasure at one spot in the map. */ 237 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED) 238 if (treasureoptions & CONCENTRATED)
113 { 239 {
114
115 /* map_layout_style global, and is previously set */ 240 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style) 241 switch (RP->map_layout_style)
117 { 242 {
118 case ONION_LAYOUT: 243 case LAYOUT_ONION:
119 case SPIRAL_LAYOUT: 244 case LAYOUT_SPIRAL:
120 case SQUARE_SPIRAL_LAYOUT: 245 case LAYOUT_SQUARE_SPIRAL:
121 { 246 {
122 int i, j; 247 int i, j;
123 248
124 /* search the onion for C's or '>', and put treasure there. */ 249 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++) 250 for (i = 0; i < RP->Xsize; i++)
126 { 251 {
127 for (j = 0; j < RP->Ysize; j++) 252 for (j = 0; j < RP->Ysize; j++)
128 { 253 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>') 254 if (maze[i][j] == 'C' || maze[i][j] == '>')
130 { 255 {
131 int tdiv = RP->symmetry_used; 256 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest; 257 object *chest;
134 258
135 if (tdiv == 3) 259 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */ 260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
137 /* don't put a chest on an exit. */ 262 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 263 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
264
139 if (!chest) 265 if (!chest)
140 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
267
141 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
142 { 269 {
143 doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist); 272 free (doorlist);
146 } 273 }
147 } 274 }
148 } 275 }
149 } 276 }
150 break; 277 break;
151 } 278 }
279
152 default: 280 default:
153 { 281 {
154 int i, j, tries; 282 int i, j, tries;
155 object *chest; 283 object *chest;
156 object **doorlist; 284 object **doorlist;
157 285
158 i = j = -1; 286 i = j = -1;
159 tries = 0; 287 tries = 0;
160 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
161 { 289 {
162 i = RANDOM () % (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
164 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294
165 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
166 i = -1; 296 i = -1;
297
167 tries++; 298 tries++;
168 } 299 }
300
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
170 if (!chest) 303 if (!chest)
171 return; 304 return;
305
172 i = chest->x; 306 i = chest->x;
173 j = chest->y; 307 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
175 { 309 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist); 312 free (doorlist);
179 } 313 }
180 } 314 }
181 } 315 }
182 } 316 }
183 else 317 else
184 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
185 int ti, i, j; 319 int ti, i, j;
186 320
187 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
188 { 322 {
189 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 } 326 }
193 } 327 }
194} 328}
195
196
197 329
198/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
199 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
200 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
201 333static object *
202object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{ 335{
205 object *the_chest;
206 int i, xl, yl;
207
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
209 337
210 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
211 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
212 if (i == -1) 340 if (i == -1)
213 { 341 {
214 free_object (the_chest); 342 the_chest->destroy ();
215 return NULL; 343 return NULL;
216 } 344 }
217 xl = x + freearr_x[i]; 345
218 yl = y + freearr_y[i]; 346 int xl = x + DIRX (i);
347 int yl = y + DIRY (i);
219 348
220 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
222 return 0; 351 return 0;
223
224 352
225 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
226 /* if(style_map) { */ 354 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
228 int ti; 356 int ti;
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 360
233 if (tlist != NULL) 361 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 363 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
237 365
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
239 } 367 }
240 else 368 else
241 { /* use the style map */ 369 { /* use the style map */
242 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
244 } 372 }
245#endif 373#endif
246 else
247 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
249 376
250 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
252 } 379 }
253 380
254 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
256 { 383 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
258 object *the_trap;
259 385
260 if (trap_map) 386 if (trap_map)
261 { 387 {
262 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
263 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
265 if (the_trap) 393 if (the_trap)
266 { 394 {
267 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 396
269 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap);
271 new_trap->x = x; 397 new_trap->x = x;
272 new_trap->y = y; 398 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
274 } 400 }
275 } 401 }
276 } 402 }
277 403
278 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 408 {
284 char keybuf[256]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
289 } 411 }
290 412
291 /* actually place the chest. */ 413 /* actually place the chest. */
292 the_chest->x = xl; 414 the_chest->x = xl;
293 the_chest->y = yl; 415 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest; 417 return the_chest;
296} 418}
297 419
298
299/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
300 or walls */ 421static object *
301object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP) 422find_closest_monster (maptile *map, int x, int y)
303{ 423{
304 int i; 424 int i;
305 425
306 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
307 { 427 {
308 int lx, ly; 428 int lx, ly;
309 429
310 lx = x + freearr_x[i]; 430 lx = x + DIRX (i);
311 ly = y + freearr_y[i]; 431 ly = y + DIRY (i);
312 /* boundscheck */ 432 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
314 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 { 436 {
317 object *the_monster = get_map_ob (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
318 438
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
321 return the_monster; 443 return the_monster;
322 } 444 }
323 } 445 }
324 return NULL; 446 return NULL;
325} 447}
326 448
327
328
329/* places keys in the map, preferably in something alive.
330 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS.
332 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
333 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335
336 The idea is that you call keyplace on x,y where a door is, and it'll make
337 sure a key is placed on both sides of the door.
338*/
339
340int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
342{
343 int i, j;
344 int kx, ky;
345 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key;
347
348 /* get a key and set its keycode */
349 the_key = get_archetype ("key2");
350 the_key->slaying = keycode;
351
352 if (door_flag == PASS_DOORS)
353 {
354 int tries = 0;
355
356 the_keymaster = NULL;
357 while (tries < 15 && the_keymaster == NULL)
358 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1;
361 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP);
363 }
364 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL)
366 {
367 int freeindex;
368
369 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky);
375 }
376 if (freeindex != -1)
377 {
378 kx += freearr_x[freeindex];
379 ky += freearr_y[freeindex];
380 }
381 }
382 }
383 else
384 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */
387 if (n_keys == 1)
388 {
389 if (wall_blocked (map, x, y))
390 return 0;
391 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 }
395 else
396 {
397 int sum = 0; /* count how many keys we actually place */
398
399 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 }
422
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1;
425}
426
427
428
429/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
430 450
431object *theMonsterToFind; 451static object *theMonsterToFind;
432 452
433/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
434 it does a check-off on the layout, converting 0's to 1's */ 454 it does a check-off on the maze, converting 0's to 1's */
435 455static object *
436object *
437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
438{ 457{
439 int i, j; 458 int i, j;
440 459
441 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
442 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
443 return theMonsterToFind; 462 return theMonsterToFind;
444 463
445 /* bounds check x and y */ 464 /* bounds check x and y */
446 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
447 return theMonsterToFind; 466 return theMonsterToFind;
448 467
449 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
450 if (layout[x][y] != 0) 469 if (maze[x][y] != 0)
451 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
452 471
453 /* check the current square for a monster. If there is one, 472 /* check the current square for a monster. If there is one,
454 set theMonsterToFind and return it. */ 473 set theMonsterToFind and return it. */
455 layout[x][y] = 1; 474 maze[x][y] = 1;
456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 { 476 {
458 object *the_monster = get_map_ob (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
459 478
460 /* check off this point */ 479 /* check off this point */
461 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 480 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
463 { 482 {
464 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
465 return theMonsterToFind; 484 return theMonsterToFind;
466 } 485 }
467 } 486 }
468 487
469 /* now search all the 8 squares around recursively for a monster,in random order */ 488 /* now search all the 8 squares around recursively for a monster,in random order */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
471 { 490 {
472 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 491 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
473 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
474 return theMonsterToFind; 493 return theMonsterToFind;
475 } 494 }
495
476 return theMonsterToFind; 496 return theMonsterToFind;
477} 497}
478
479 498
480/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
481 real work. */ 500 real work. */
482 501static object *
483object *
484find_monster_in_room (maptile *map, int x, int y, RMParms * RP) 502find_monster_in_room (maptile *map, int x, int y)
485{ 503{
486 char **layout2; 504 layout layout2 (map->width, map->height);
487 int i, j; 505
506 // find walls
507 for (int i = 0; i < layout2.w; i++)
508 for (int j = 0; j < layout2.h; j++)
509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
488 510
489 theMonsterToFind = 0; 511 theMonsterToFind = 0;
490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
491 /* allocate and copy the layout, converting C to 0. */
492 for (i = 0; i < RP->Xsize; i++)
493 {
494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
495 for (j = 0; j < RP->Ysize; j++)
496 {
497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
500 }
501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
502
503 /* deallocate the temp. layout */
504 for (i = 0; i < RP->Xsize; i++)
505 {
506 free (layout2[i]);
507 }
508 free (layout2);
509 513
510 return theMonsterToFind; 514 return theMonsterToFind;
511} 515}
512
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x;
518int *room_free_spots_y;
519int number_of_free_spots_in_room;
520 516
521/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 519that datastructure. */
524 520static void
525void 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
526find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP)
527{ 522{
528 int i, j;
529
530 /* bounds check x and y */ 523 /* bounds check x and y */
531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
532 return; 525 return;
533 526
534 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
535 if (layout[x][y] != 0) 528 if (maze[x][y] != 0)
536 return; 529 return;
537 530
538 /* set the current square as checked, and add it to the list. 531 /* set the current square as checked, and add it to the list.
539 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
540 /* check off this point */ 533 /* check off this point */
541 layout[x][y] = 1; 534 maze[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
543 room_free_spots_y[number_of_free_spots_in_room] = y; 536
544 number_of_free_spots_in_room++;
545 /* now search all the 8 squares around recursively for free spots,in random order */ 537 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
547 { 539 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 540
551} 541}
552 542
553/* find a random non-blocked spot in this room to drop a key. */ 543/* find a random non-blocked spot in this room to drop a key. */
554void 544static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
556{ 546{
557 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
558 int i, j;
559 548
560 number_of_free_spots_in_room = 0; 549 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);
563 550
564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
565 /* allocate and copy the layout, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
567 { 553 for (int j = 0; j < map->height; j++)
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
569 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#';
573 }
574 }
575 555
576 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
578 558
579 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
580 {
581 i = RANDOM () % number_of_free_spots_in_room;
582 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i];
584 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
585 562
586 /* deallocate the temp. layout */ 563 *kx = p.x;
587 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
588 { 565 }
589 free (layout2[i]);
590 }
591 free (layout2);
592 free (room_free_spots_x);
593 free (room_free_spots_y);
594} 566}
595
596 567
597/* searches the map for a spot with walls around it. The more 568/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 569 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
600 571static void
601void
602find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
603{ 573{
604 int x, y; 574 int x, y;
605 int i; 575 int i;
606 576
607 x = *cx; 577 x = *cx;
609 579
610 for (i = 0; i <= SIZEOFFREE1; i++) 580 for (i = 0; i <= SIZEOFFREE1; i++)
611 { 581 {
612 int lx, ly, sindex; 582 int lx, ly, sindex;
613 583
614 lx = x + freearr_x[i]; 584 lx = x + DIRX (i);
615 ly = y + freearr_y[i]; 585 ly = y + DIRY (i);
616 sindex = surround_flag3 (map, lx, ly, RP); 586 sindex = surround_flag3 (map, lx, ly);
617 /* if it's blocked on 3 sides, it's enclosed */ 587 /* if it's blocked on 3 sides, it's enclosed */
618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 588 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
619 { 589 {
620 *cx = lx; 590 *cx = lx;
621 *cy = ly; 591 *cy = ly;
627 spots--try to find someplace which is 2x enclosed. */ 597 spots--try to find someplace which is 2x enclosed. */
628 for (i = 0; i <= SIZEOFFREE1; i++) 598 for (i = 0; i <= SIZEOFFREE1; i++)
629 { 599 {
630 int lx, ly, sindex; 600 int lx, ly, sindex;
631 601
632 lx = x + freearr_x[i]; 602 lx = x + DIRX (i);
633 ly = y + freearr_y[i]; 603 ly = y + DIRY (i);
634 sindex = surround_flag3 (map, lx, ly, RP); 604 sindex = surround_flag3 (map, lx, ly);
635 /* if it's blocked on 3 sides, it's enclosed */ 605 /* if it's blocked on 3 sides, it's enclosed */
636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 606 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
637 { 607 {
638 *cx = lx; 608 *cx = lx;
639 *cy = ly; 609 *cy = ly;
644 /* settle for one surround point */ 614 /* settle for one surround point */
645 for (i = 0; i <= SIZEOFFREE1; i++) 615 for (i = 0; i <= SIZEOFFREE1; i++)
646 { 616 {
647 int lx, ly, sindex; 617 int lx, ly, sindex;
648 618
649 lx = x + freearr_x[i]; 619 lx = x + DIRX (i);
650 ly = y + freearr_y[i]; 620 ly = y + DIRY (i);
651 sindex = surround_flag3 (map, lx, ly, RP); 621 sindex = surround_flag3 (map, lx, ly);
652 /* if it's blocked on 3 sides, it's enclosed */ 622 /* if it's blocked on 3 sides, it's enclosed */
653 if (sindex) 623 if (sindex)
654 { 624 {
655 *cx = lx; 625 *cx = lx;
656 *cy = ly; 626 *cy = ly;
657 return; 627 return;
658 } 628 }
659 } 629 }
660 /* give up and return the closest free spot. */ 630 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 631 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 632
663 { 633 if (i != -1)
664 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i];
666 return;
667 } 634 {
635 *cx = x + DIRX (i);
636 *cy = y + DIRY (i);
637 }
638 else
639 {
668 /* indicate failure */ 640 /* indicate failure */
641 *cx = -1;
669 *cx = *cy = -1; 642 *cy = -1;
643 }
670} 644}
671 645
672 646static void
673void
674remove_monsters (int x, int y, maptile *map) 647remove_monsters (int x, int y, maptile *map)
675{ 648{
676 object *tmp; 649 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
677
678 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 650 {
681 if (tmp->head) 651 object *next = tmp->above;
682 tmp = tmp->head; 652
683 remove_ob (tmp); 653 if (tmp->flag [FLAG_ALIVE])
684 free_object (tmp); 654 tmp->head_ ()->destroy ();
685 tmp = get_map_ob (map, x, y); 655
686 if (tmp == NULL) 656 tmp = next;
687 break;
688 }; 657 }
689} 658}
690
691 659
692/* surrounds the point x,y by doors, so as to enclose something, like 660/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 661 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 662 it'll remove any monsters it finds.*/
695 663static object **
696object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 664surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
698{ 665{
699 int i; 666 int i;
700 char *doors[2]; 667 const char *doors[2];
701 object **doorlist; 668 object **doorlist;
702 int ndoors_made = 0; 669 int ndoors_made = 0;
703 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 670 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
704 671
705 /* this is a list we pick from, for horizontal and vertical doors */ 672 /* this is a list we pick from, for horizontal and vertical doors */
715 } 682 }
716 683
717 /* place doors in all the 8 adjacent unblocked squares. */ 684 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 685 for (i = 1; i < 9; i++)
719 { 686 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 687 int x1 = x + DIRX (i), y1 = y + DIRY (i);
721 688
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 689 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
723 { /* place a door */ 690 { /* place a door */
691 remove_monsters (x1, y1, map);
692
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 693 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
725 694 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 695 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 696 ndoors_made++;
732 } 697 }
733 } 698 }
699
734 return doorlist; 700 return doorlist;
735} 701}
736 702
737
738/* returns the first door in this square, or NULL if there isn't a door. */ 703/* returns the first door in this square, or NULL if there isn't a door. */
739object * 704static object *
740door_in_square (maptile *map, int x, int y) 705door_in_square (maptile *map, int x, int y)
741{ 706{
742 object *tmp;
743
744 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 707 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 708 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
746 return tmp; 709 return tmp;
710
747 return NULL; 711 return NULL;
748} 712}
749 713
750
751/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
752void 715static void
753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
754{ 717{
755 int i, j; 718 int i, j;
756 object *door; 719 object *door;
757 720
758 /* bounds check x and y */ 721 /* bounds check x and y */
759 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
760 return; 723 return;
761 724
762 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
763 if (layout[x][y] == 1) 726 if (maze[x][y] == 1)
764 return; 727 return;
765 728
766 /* check off this point */ 729 /* check off this point */
767 if (layout[x][y] == '#') 730 if (maze[x][y] == '#')
768 { /* there could be a door here */ 731 { /* there could be a door here */
769 layout[x][y] = 1; 732 maze[x][y] = 1;
770 door = door_in_square (map, x, y); 733 door = door_in_square (map, x, y);
771 if (door != NULL) 734 if (door)
772 { 735 {
773 doorlist[*ndoors] = door; 736 doorlist[*ndoors] = door;
737
774 if (*ndoors > 254) /* eek! out of memory */ 738 if (*ndoors > 1022) /* eek! out of memory */
775 { 739 {
776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 740 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
777 return; 741 return;
778 } 742 }
743
779 *ndoors = *ndoors + 1; 744 *ndoors = *ndoors + 1;
780 } 745 }
781 } 746 }
782 else 747 else
783 { 748 {
784 layout[x][y] = 1; 749 maze[x][y] = 1;
750
785 /* now search all the 8 squares around recursively for free spots,in random order */ 751 /* now search all the 8 squares around recursively for free spots,in random order */
786 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
787 { 753 find_doors_in_room_recursive (maze, map,
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 754 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
789 } 755 doorlist, ndoors);
790 } 756 }
791} 757}
792 758
793/* find a random non-blocked spot in this room to drop a key. */ 759/* find a random non-blocked spot in this room to drop a key. */
794object ** 760static object **
795find_doors_in_room (maptile *map, int x, int y, RMParms * RP) 761find_doors_in_room (maptile *map, int x, int y)
796{ 762{
797 char **layout2;
798 object **doorlist;
799 int i, j; 763 int i, j;
800 int ndoors = 0; 764 int ndoors = 0;
801 765
802 doorlist = (object **) calloc (sizeof (int), 256); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 767
768 layout layout2 (map->width, map->height);
769 layout2.clear ();
804 770
805 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
806 /* allocate and copy the layout, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
808 {
809 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
810 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
811 { 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
812 if (wall_blocked (map, i, j))
813 layout2[i][j] = '#';
814 }
815 }
816 775
817 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
818 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
819 778
820 /* deallocate the temp. layout */
821 for (i = 0; i < RP->Xsize; i++)
822 {
823 free (layout2[i]);
824 }
825 free (layout2);
826 return doorlist; 779 return doorlist;
827} 780}
828
829
830 781
831/* locks and/or hides all the doors in doorlist, or does nothing if 782/* locks and/or hides all the doors in doorlist, or does nothing if
832 opts doesn't say to lock/hide doors. */ 783 opts doesn't say to lock/hide doors. */
833 784static void
834void
835lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) 785lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
836{ 786{
837 object *door; 787 object *door;
838 int i; 788 int i;
839 789
840 /* lock the doors and hide the keys. */ 790 /* lock the doors and hide the keys. */
841 791
842 if (opts & DOORED) 792 if (opts & DOORED)
843 { 793 {
844 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 794 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
845 { 795 {
846 object *new_door = get_archetype ("locked_door1"); 796 object *new_door = archetype::get (shstr_locked_door1);
847 char keybuf[256];
848 797
849 door = doorlist[i]; 798 door = doorlist[i];
850 new_door->face = door->face; 799 new_door->face = door->face;
851 new_door->x = door->x; 800 new_door->x = door->x;
852 new_door->y = door->y; 801 new_door->y = door->y;
853 remove_ob (door); 802 door->destroy ();
854 free_object (door);
855 doorlist[i] = new_door; 803 doorlist[i] = new_door;
856 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
857 sprintf (keybuf, "%d", (int) RANDOM ()); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
858 new_door->slaying = keybuf;
859 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
860 } 807 }
861 } 808 }
862 809
863 /* change the faces of the doors and surrounding walls to hide them. */ 810 /* change the faces of the doors and surrounding walls to hide them. */
864 if (opts & HIDDEN) 811 if (opts & HIDDEN)
873 { 820 {
874 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 821 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
875 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 822 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
876 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 823 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
877 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
825
878 door->face = wallface->face; 826 door->face = wallface->face;
879 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 827
880 remove_ob (wallface); 828 wallface->destroy ();
881 free_object (wallface);
882 } 829 }
883 } 830 }
884 } 831 }
885} 832}

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