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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.8 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.61 by root, Sun May 1 16:58:16 2011 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 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
47 46static object *find_closest_monster (maptile *map, int x, int y);
48/* returns true if square x,y has P_NO_PASS set, which is true for walls 47static object *find_monster_in_room (maptile *map, int x, int y);
49 * and doors but not monsters. 48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
50 * This function is not map tile aware.
51 */
52
53int
54wall_blocked (maptile *m, int x, int y)
55{
56 int r;
57
58 if (OUT_OF_REAL_MAP (m, x, y))
59 return 1;
60 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
61 return r;
62}
63
64/* place treasures in the map, given the
65map, (required)
66layout, (required)
67treasure style (may be empty or NULL, or "none" to cause no treasure.)
68treasureoptions (may be 0 for random choices or positive)
69*/
70
71void
72place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP)
73{
74 char styledirname[256];
75 char stylefilepath[256];
76 maptile *style_map = 0;
77 int num_treasures;
78
79 /* bail out if treasure isn't wanted. */
80 if (treasure_style)
81 if (!strcmp (treasure_style, "none"))
82 return;
83 if (treasureoptions <= 0)
84 treasureoptions = RANDOM () % (2 * LAST_OPTION);
85
86 /* filter out the mutually exclusive options */
87 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
88 {
89 if (RANDOM () % 2)
90 treasureoptions -= 1;
91 else
92 treasureoptions -= 2;
93 }
94
95 /* pick the number of treasures */
96 if (treasureoptions & SPARSE)
97 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
98 else if (treasureoptions & RICH)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
100 else
101 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
102
103 if (num_treasures <= 0)
104 return;
105
106 /* get the style map */
107 sprintf (styledirname, "%s", "/styles/treasurestyles");
108 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
109 style_map = find_style (styledirname, treasure_style, -1);
110
111 /* all the treasure at one spot in the map. */
112 if (treasureoptions & CONCENTRATED)
113 {
114
115 /* map_layout_style global, and is previously set */
116 switch (RP->map_layout_style)
117 {
118 case ONION_LAYOUT:
119 case SPIRAL_LAYOUT:
120 case SQUARE_SPIRAL_LAYOUT:
121 {
122 int i, j;
123
124 /* search the onion for C's or '>', and put treasure there. */
125 for (i = 0; i < RP->Xsize; i++)
126 {
127 for (j = 0; j < RP->Ysize; j++)
128 {
129 if (layout[i][j] == 'C' || layout[i][j] == '>')
130 {
131 int tdiv = RP->symmetry_used;
132 object **doorlist;
133 object *chest;
134
135 if (tdiv == 3)
136 tdiv = 2; /* this symmetry uses a divisor of 2 */
137 /* don't put a chest on an exit. */
138 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
139 if (!chest)
140 continue; /* if no chest was placed NEXT */
141 if (treasureoptions & (DOORED | HIDDEN))
142 {
143 doorlist = find_doors_in_room (map, i, j, RP);
144 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
145 free (doorlist);
146 }
147 }
148 }
149 }
150 break;
151 }
152 default:
153 {
154 int i, j, tries;
155 object *chest;
156 object **doorlist;
157
158 i = j = -1;
159 tries = 0;
160 while (i == -1 && tries < 100)
161 {
162 i = RANDOM () % (RP->Xsize - 2) + 1;
163 j = RANDOM () % (RP->Ysize - 2) + 1;
164 find_enclosed_spot (map, &i, &j, RP);
165 if (wall_blocked (map, i, j))
166 i = -1;
167 tries++;
168 }
169 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
170 if (!chest)
171 return;
172 i = chest->x;
173 j = chest->y;
174 if (treasureoptions & (DOORED | HIDDEN))
175 {
176 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
177 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
178 free (doorlist);
179 }
180 }
181 }
182 }
183 else
184 { /* DIFFUSE treasure layout */
185 int ti, i, j;
186
187 for (ti = 0; ti < num_treasures; ti++)
188 {
189 i = RANDOM () % (RP->Xsize - 2) + 1;
190 j = RANDOM () % (RP->Ysize - 2) + 1;
191 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
192 }
193 }
194}
195
196
197
198/* 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,
200 if the global variable "treasurestyle" is set to that treasure list's name */
201
202object *
203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) 49static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
204{ 50static object **find_doors_in_room (maptile *map, int x, int y);
205 object *the_chest; 51static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
206 int i, xl, yl; 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);
207 54
208 the_chest = get_archetype ("chest"); /* was "chest_2" */ 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}
209 62
210 /* first, find a place to put the chest. */ 63static object *
211 i = find_first_free_spot (the_chest, map, x, y); 64gen_key (const shstr &keycode)
212 if (i == -1) 65{
213 { 66 /* get a key and set its keycode */
214 the_chest->destroy (0); 67 object *key = archetype::get (shstr_key_random_map);
215 return NULL; 68 key->slaying = keycode;
216 }
217 xl = x + freearr_x[i];
218 yl = y + freearr_y[i];
219
220 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl))
222 return 0; 69 return key;
223
224
225 /* put the treasures in the chest. */
226 /* if(style_map) { */
227#if 0 /* don't use treasure style maps for now! */
228 int ti;
229
230 /* if treasurestyle lists a treasure list, use it. */
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232
233 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map);
237
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 }
240 else
241 { /* use the style map */
242 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures;
244 }
245#endif
246 else
247 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest");
249
250 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures;
252 }
253
254 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED)
256 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259
260 if (trap_map)
261 {
262 the_trap = pick_random_object (trap_map);
263 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
265 if (the_trap)
266 {
267 object *new_trap;
268
269 new_trap = arch_to_object (the_trap->arch);
270 copy_object (new_trap, the_trap);
271 new_trap->x = x;
272 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest);
274 }
275 }
276 }
277
278 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 {
284 char keybuf[256];
285
286 sprintf (keybuf, "%d", (int) RANDOM ());
287 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 }
290
291 /* actually place the chest. */
292 the_chest->x = xl;
293 the_chest->y = yl;
294 insert_ob_in_map (the_chest, map, NULL, 0);
295 return the_chest;
296} 70}
297
298
299/* finds the closest monster and returns him, regardless of doors
300 or walls */
301object *
302find_closest_monster (maptile *map, int x, int y, RMParms * RP)
303{
304 int i;
305
306 for (i = 0; i < SIZEOFFREE; i++)
307 {
308 int lx, ly;
309
310 lx = x + freearr_x[i];
311 ly = y + freearr_y[i];
312 /* boundscheck */
313 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
314 /* don't bother searching this square unless the map says life exists. */
315 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
316 {
317 object *the_monster = get_map_ob (map, lx, ly);
318
319 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
320 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
321 return the_monster;
322 }
323 }
324 return NULL;
325}
326
327
328 71
329/* places keys in the map, preferably in something alive. 72/* places keys in the map, preferably in something alive.
330 keycode is the key's code, 73 keycode is the key's code,
331 door_flag is either PASS_DOORS or NO_PASS_DOORS. 74 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. 75 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
334 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 77 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
335 78
336 The idea is that you call keyplace on x,y where a door is, and it'll make 79 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. 80 sure a key is placed on both sides of the door.
338*/ 81*/
339 82static int
340int
341keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) 83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
342{ 84{
343 int i, j; 85 int i, j;
344 int kx, ky; 86 int kx = 0, ky = 0;
345 object *the_keymaster; /* the monster that gets the key. */ 87 object *the_keymaster; /* the monster that gets the key. */
346 object *the_key; 88 object *the_key = gen_key (keycode);
347
348 /* get a key and set its keycode */
349 the_key = get_archetype ("key2");
350 the_key->slaying = keycode;
351 89
352 if (door_flag == PASS_DOORS) 90 if (door_flag == PASS_DOORS)
353 { 91 {
354 int tries = 0; 92 int tries = 0;
355 93
356 the_keymaster = NULL; 94 the_keymaster = 0;
357 while (tries < 15 && the_keymaster == NULL) 95 while (tries < 15 && !the_keymaster)
358 { 96 {
359 i = (RANDOM () % (RP->Xsize - 2)) + 1; 97 i = rmg_rndm (map->width - 2) + 1;
360 j = (RANDOM () % (RP->Ysize - 2)) + 1; 98 j = rmg_rndm (map->height - 2) + 1;
361 tries++; 99 tries++;
362 the_keymaster = find_closest_monster (map, i, j, RP); 100 the_keymaster = find_closest_monster (map, i, j);
363 } 101 }
102
364 /* if we don't find a good keymaster, drop the key on the ground. */ 103 /* if we don't find a good keymaster, drop the key on the ground. */
365 if (the_keymaster == NULL) 104 if (!the_keymaster)
366 { 105 {
367 int freeindex; 106 int freeindex;
368 107
369 freeindex = -1; 108 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 110 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 111 kx = rmg_rndm (map->width - 2) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 112 ky = rmg_rndm (map->height - 2) + 1;
374 freeindex = find_first_free_spot (the_key, map, kx, ky); 113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
375 } 114 }
115
116 // can freeindex ever be < 0?
376 if (freeindex != -1) 117 if (freeindex >= 0)
377 { 118 {
378 kx += freearr_x[freeindex]; 119 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 120 ky += freearr_y [freeindex];
380 } 121 }
381 } 122 }
382 } 123 }
383 else 124 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 125 { /* NO_PASS_DOORS --we have to work harder. */
385 /* don't try to keyplace if we're sitting on a blocked square and 126 /* don't try to keyplace if we're sitting on a blocked square and
386 NO_PASS_DOORS is set. */ 127 NO_PASS_DOORS is set. */
387 if (n_keys == 1) 128 if (n_keys == 1)
388 { 129 {
389 if (wall_blocked (map, x, y)) 130 if (wall_blocked (map, x, y))
131 {
132 the_key->destroy ();
390 return 0; 133 return 0;
134 }
135
391 the_keymaster = find_monster_in_room (map, x, y, RP); 136 the_keymaster = find_monster_in_room (map, x, y);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 138 find_spot_in_room (map, x, y, &kx, &ky);
394 } 139 }
395 else 140 else
396 { 141 {
397 int sum = 0; /* count how many keys we actually place */ 142 int sum = 0; /* count how many keys we actually place */
398 143
399 /* I'm lazy, so just try to place in all 4 directions. */ 144 /* 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); 145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
149
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 151 { /* diagonally this time. */
406 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
410 } 156 }
157
158 the_key->destroy ();
411 return 1; 159 return 1;
412 } 160 }
413 } 161 }
414 162
415 if (the_keymaster == NULL) 163 if (the_keymaster)
164 the_keymaster->head_ ()->insert (the_key);
165 else
416 { 166 {
417 the_key->x = kx; 167 the_key->x = kx;
418 the_key->y = ky; 168 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 169 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1;
421 } 170 }
422 171
423 insert_ob_in_ob (the_key, the_keymaster);
424 return 1; 172 return 1;
425} 173}
426 174
175/* returns true if square x,y has P_NO_PASS set, which is true for walls
176 * and doors but not monsters.
177 * This function is not map tile aware.
178 */
179int
180wall_blocked (maptile *m, int x, int y)
181{
182 if (OUT_OF_REAL_MAP (m, x, y))
183 return 1;
427 184
185 m->at (x, y).update ();
186 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
187}
188
189/* place treasures in the map, given the
190map, (required)
191maze, (required)
192treasure style (may be empty or NULL, or "none" to cause no treasure.)
193treasureoptions (may be 0 for random choices or positive)
194*/
195void
196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
197{
198 int num_treasures;
199
200 /* bail out if treasure isn't wanted. */
201 if (treasure_style)
202 if (!strcmp (treasure_style, "none"))
203 return;
204
205 if (treasureoptions <= 0)
206 treasureoptions = rmg_rndm (2 * LAST_OPTION);
207
208 /* filter out the mutually exclusive options */
209 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
210 {
211 if (rmg_rndm (2))
212 treasureoptions -= 1;
213 else
214 treasureoptions -= 2;
215 }
216
217 /* pick the number of treasures */
218 if (treasureoptions & SPARSE)
219 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
220 else if (treasureoptions & RICH)
221 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
222 else
223 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
224
225 if (num_treasures <= 0)
226 return;
227
228 /* get the style map */
229 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
230
231 if (!style_map)
232 {
233 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
234 return;
235 }
236
237 /* all the treasure at one spot in the map. */
238 if (treasureoptions & CONCENTRATED)
239 {
240 /* map_layout_style global, and is previously set */
241 switch (RP->map_layout_style)
242 {
243 case LAYOUT_ONION:
244 case LAYOUT_SPIRAL:
245 case LAYOUT_SQUARE_SPIRAL:
246 {
247 int i, j;
248
249 /* search the onion for C's or '>', and put treasure there. */
250 for (i = 0; i < RP->Xsize; i++)
251 {
252 for (j = 0; j < RP->Ysize; j++)
253 {
254 if (maze[i][j] == 'C' || maze[i][j] == '>')
255 {
256 int tdiv = RP->symmetry_used;
257 object *chest;
258
259 if (tdiv == 3)
260 tdiv = 2; /* this symmetry uses a divisor of 2 */
261
262 /* don't put a chest on an exit. */
263 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
264
265 if (!chest)
266 continue; /* if no chest was placed NEXT */
267
268 if (treasureoptions & (DOORED | HIDDEN))
269 {
270 object **doorlist = find_doors_in_room (map, i, j);
271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
272 free (doorlist);
273 }
274 }
275 }
276 }
277 break;
278 }
279
280 default:
281 {
282 int i, j, tries;
283 object *chest;
284 object **doorlist;
285
286 i = j = -1;
287 tries = 0;
288 while (i == -1 && tries < 100)
289 {
290 i = rmg_rndm (RP->Xsize - 2) + 1;
291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
293 find_enclosed_spot (map, &i, &j);
294
295 if (wall_blocked (map, i, j))
296 i = -1;
297
298 tries++;
299 }
300
301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
303 if (!chest)
304 return;
305
306 i = chest->x;
307 j = chest->y;
308 if (treasureoptions & (DOORED | HIDDEN))
309 {
310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
312 free (doorlist);
313 }
314 }
315 }
316 }
317 else
318 { /* DIFFUSE treasure maze */
319 int ti, i, j;
320
321 for (ti = 0; ti < num_treasures; ti++)
322 {
323 i = rmg_rndm (RP->Xsize - 2) + 1;
324 j = rmg_rndm (RP->Ysize - 2) + 1;
325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
326 }
327 }
328}
329
330/* put a chest into the map, near x and y, with the treasure style
331 determined (may be null, or may be a treasure list from lib/treasures,
332 if the global variable "treasurestyle" is set to that treasure list's name */
333static object *
334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
335{
336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
337
338 /* first, find a place to put the chest. */
339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
340 if (i == -1)
341 {
342 the_chest->destroy ();
343 return NULL;
344 }
345
346 int xl = x + freearr_x[i];
347 int yl = y + freearr_y[i];
348
349 /* if the placement is blocked, return a fail. */
350 if (wall_blocked (map, xl, yl))
351 return 0;
352
353 /* put the treasures in the chest. */
354 /* if(style_map) { */
355#if 0 /* don't use treasure style maps for now! */
356 int ti;
357
358 /* if treasurestyle lists a treasure list, use it. */
359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
360
361 if (tlist != NULL)
362 for (ti = 0; ti < n_treasures; ti++)
363 { /* use the treasure list */
364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
365
366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
367 }
368 else
369 { /* use the style map */
370 the_chest->randomitems = tlist;
371 the_chest->stats.hp = n_treasures;
372 }
373#endif
374 { /* neither style_map no treasure list given */
375 treasurelist *tlist = treasurelist::find ("chest");
376
377 the_chest->randomitems = tlist;
378 the_chest->stats.hp = n_treasures;
379 }
380
381 /* stick a trap in the chest if required */
382 if (treasureoptions & TRAPPED)
383 {
384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
385
386 if (trap_map)
387 {
388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
390 the_trap->stats.Cha = 10 + RP->difficulty;
391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
393 if (the_trap)
394 {
395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
396
397 new_trap->x = x;
398 new_trap->y = y;
399 insert_ob_in_ob (new_trap, the_chest);
400 }
401 }
402 }
403
404 /* set the chest lock code, and call the keyplacer routine with
405 the lockcode. It's not worth bothering to lock the chest if
406 there's only 1 treasure.... */
407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
408 {
409 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);
411 }
412
413 /* actually place the chest. */
414 the_chest->x = xl;
415 the_chest->y = yl;
416 insert_ob_in_map (the_chest, map, NULL, 0);
417 return the_chest;
418}
419
420/* finds the closest monster and returns him, regardless of doors or walls */
421static object *
422find_closest_monster (maptile *map, int x, int y)
423{
424 int i;
425
426 for (i = 0; i < SIZEOFFREE; i++)
427 {
428 int lx, ly;
429
430 lx = x + freearr_x[i];
431 ly = y + freearr_y[i];
432 /* boundscheck */
433 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 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
436 {
437 object *the_monster = GET_MAP_OB (map, lx, ly);
438
439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
442 if (the_monster && the_monster->flag [FLAG_MONSTER])
443 return the_monster;
444 }
445 }
446 return NULL;
447}
428 448
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 + freearr_x[i % 8 + 1], y + freearr_y[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 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 539 find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
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;
611 { 581 {
612 int lx, ly, sindex; 582 int lx, ly, sindex;
613 583
614 lx = x + freearr_x[i]; 584 lx = x + freearr_x[i];
615 ly = y + freearr_y[i]; 585 ly = y + freearr_y[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;
629 { 599 {
630 int lx, ly, sindex; 600 int lx, ly, sindex;
631 601
632 lx = x + freearr_x[i]; 602 lx = x + freearr_x[i];
633 ly = y + freearr_y[i]; 603 ly = y + freearr_y[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;
646 { 616 {
647 int lx, ly, sindex; 617 int lx, ly, sindex;
648 618
649 lx = x + freearr_x[i]; 619 lx = x + freearr_x[i];
650 ly = y + freearr_y[i]; 620 ly = y + freearr_y[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
633 if (i != -1)
663 { 634 {
664 *cx = x + freearr_x[i]; 635 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 636 *cy = y + freearr_y[i];
666 return; 637 }
638 else
667 } 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 tmp->remove (); 653 if (tmp->flag [FLAG_ALIVE])
684 tmp->destroy (0); 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 */
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 + freearr_x[i], y1 = y + freearr_y[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 (freearr_x[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 + freearr_x[i % 8 + 1], y + freearr_y[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 door->remove ();
854 door->destroy (0); 802 door->destroy ();
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 wallface->remove ();
881 wallface->destroy (0); 828 wallface->destroy ();
882 } 829 }
883 } 830 }
884 } 831 }
885} 832}

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