1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | |
41 | |
43 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
45 | |
44 | |
|
|
45 | /* a macro to get a strongly centered random distribution, |
|
|
46 | from 0 to x, centered at x/2 */ |
|
|
47 | static int |
|
|
48 | bc_random (int x) |
|
|
49 | { |
|
|
50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
|
|
51 | } |
46 | |
52 | |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
48 | * and doors but not monsters. |
54 | * and doors but not monsters. |
49 | * This function is not map tile aware. |
55 | * This function is not map tile aware. |
50 | */ |
56 | */ |
… | |
… | |
52 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
53 | { |
59 | { |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
55 | return 1; |
61 | return 1; |
56 | |
62 | |
|
|
63 | m->at (x, y).update (); |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
58 | return r; |
|
|
59 | } |
65 | } |
60 | |
66 | |
61 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
62 | map, (required) |
68 | map, (required) |
63 | layout, (required) |
69 | layout, (required) |
… | |
… | |
74 | |
80 | |
75 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
76 | if (treasure_style) |
82 | if (treasure_style) |
77 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
78 | return; |
84 | return; |
|
|
85 | |
79 | if (treasureoptions <= 0) |
86 | if (treasureoptions <= 0) |
80 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
81 | |
88 | |
82 | /* filter out the mutually exclusive options */ |
89 | /* filter out the mutually exclusive options */ |
83 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
84 | { |
91 | { |
85 | if (RANDOM () % 2) |
92 | if (rndm (2)) |
86 | treasureoptions -= 1; |
93 | treasureoptions -= 1; |
87 | else |
94 | else |
88 | treasureoptions -= 2; |
95 | treasureoptions -= 2; |
89 | } |
96 | } |
90 | |
97 | |
91 | /* pick the number of treasures */ |
98 | /* pick the number of treasures */ |
92 | if (treasureoptions & SPARSE) |
99 | if (treasureoptions & SPARSE) |
93 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
94 | else if (treasureoptions & RICH) |
101 | else if (treasureoptions & RICH) |
95 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
96 | else |
103 | else |
97 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
98 | |
105 | |
99 | if (num_treasures <= 0) |
106 | if (num_treasures <= 0) |
100 | return; |
107 | return; |
101 | |
108 | |
102 | /* get the style map */ |
109 | /* get the style map */ |
103 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
104 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
105 | style_map = find_style (styledirname, treasure_style, -1); |
112 | style_map = find_style (styledirname, treasure_style, -1); |
|
|
113 | |
|
|
114 | if (!style_map) |
|
|
115 | { |
|
|
116 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
|
|
117 | return; |
|
|
118 | } |
106 | |
119 | |
107 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
108 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
109 | { |
122 | { |
110 | |
123 | |
… | |
… | |
153 | |
166 | |
154 | i = j = -1; |
167 | i = j = -1; |
155 | tries = 0; |
168 | tries = 0; |
156 | while (i == -1 && tries < 100) |
169 | while (i == -1 && tries < 100) |
157 | { |
170 | { |
158 | i = RANDOM () % (RP->Xsize - 2) + 1; |
171 | i = rndm (RP->Xsize - 2) + 1; |
159 | j = RANDOM () % (RP->Ysize - 2) + 1; |
172 | j = rndm (RP->Ysize - 2) + 1; |
160 | find_enclosed_spot (map, &i, &j, RP); |
173 | find_enclosed_spot (map, &i, &j, RP); |
161 | if (wall_blocked (map, i, j)) |
174 | if (wall_blocked (map, i, j)) |
162 | i = -1; |
175 | i = -1; |
163 | tries++; |
176 | tries++; |
164 | } |
177 | } |
… | |
… | |
180 | { /* DIFFUSE treasure layout */ |
193 | { /* DIFFUSE treasure layout */ |
181 | int ti, i, j; |
194 | int ti, i, j; |
182 | |
195 | |
183 | for (ti = 0; ti < num_treasures; ti++) |
196 | for (ti = 0; ti < num_treasures; ti++) |
184 | { |
197 | { |
185 | i = RANDOM () % (RP->Xsize - 2) + 1; |
198 | i = rndm (RP->Xsize - 2) + 1; |
186 | j = RANDOM () % (RP->Ysize - 2) + 1; |
199 | j = rndm (RP->Ysize - 2) + 1; |
187 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
200 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
188 | } |
201 | } |
189 | } |
202 | } |
190 | } |
203 | } |
191 | |
204 | |
… | |
… | |
225 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
238 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
226 | |
239 | |
227 | if (tlist != NULL) |
240 | if (tlist != NULL) |
228 | for (ti = 0; ti < n_treasures; ti++) |
241 | for (ti = 0; ti < n_treasures; ti++) |
229 | { /* use the treasure list */ |
242 | { /* use the treasure list */ |
230 | object *new_treasure = pick_random_object (style_map); |
243 | object *new_treasure = style_map->pick_random_object (); |
231 | |
244 | |
232 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
245 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
233 | } |
246 | } |
234 | else |
247 | else |
235 | { /* use the style map */ |
248 | { /* use the style map */ |
236 | the_chest->randomitems = tlist; |
249 | the_chest->randomitems = tlist; |
237 | the_chest->stats.hp = n_treasures; |
250 | the_chest->stats.hp = n_treasures; |
238 | } |
251 | } |
239 | #endif |
252 | #endif |
240 | { /* neither style_map no treasure list given */ |
253 | { /* neither style_map no treasure list given */ |
241 | treasurelist *tlist = find_treasurelist ("chest"); |
254 | treasurelist *tlist = treasurelist::find ("chest"); |
242 | |
255 | |
243 | the_chest->randomitems = tlist; |
256 | the_chest->randomitems = tlist; |
244 | the_chest->stats.hp = n_treasures; |
257 | the_chest->stats.hp = n_treasures; |
245 | } |
258 | } |
246 | |
259 | |
… | |
… | |
250 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
263 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
251 | object *the_trap; |
264 | object *the_trap; |
252 | |
265 | |
253 | if (trap_map) |
266 | if (trap_map) |
254 | { |
267 | { |
255 | the_trap = pick_random_object (trap_map); |
268 | the_trap = trap_map->pick_random_object (); |
256 | the_trap->stats.Cha = 10 + RP->difficulty; |
269 | the_trap->stats.Cha = 10 + RP->difficulty; |
257 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
270 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
258 | if (the_trap) |
271 | if (the_trap) |
259 | { |
272 | { |
260 | object *new_trap; |
273 | object *new_trap; |
261 | |
274 | |
262 | new_trap = arch_to_object (the_trap->arch); |
275 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
269 | } |
282 | } |
270 | |
283 | |
271 | /* set the chest lock code, and call the keyplacer routine with |
284 | /* set the chest lock code, and call the keyplacer routine with |
272 | the lockcode. It's not worth bothering to lock the chest if |
285 | the lockcode. It's not worth bothering to lock the chest if |
273 | there's only 1 treasure.... */ |
286 | there's only 1 treasure.... */ |
274 | |
|
|
275 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
287 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
276 | { |
288 | { |
277 | char keybuf[1024]; |
289 | char keybuf[1024]; |
278 | |
290 | |
279 | sprintf (keybuf, "%d", (int) RANDOM ()); |
291 | sprintf (keybuf, "%d", rndm (1000000000)); |
280 | the_chest->slaying = keybuf; |
292 | the_chest->slaying = keybuf; |
281 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
293 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
282 | } |
294 | } |
283 | |
295 | |
284 | /* actually place the chest. */ |
296 | /* actually place the chest. */ |
… | |
… | |
346 | int tries = 0; |
358 | int tries = 0; |
347 | |
359 | |
348 | the_keymaster = 0; |
360 | the_keymaster = 0; |
349 | while (tries < 15 && !the_keymaster) |
361 | while (tries < 15 && !the_keymaster) |
350 | { |
362 | { |
351 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
363 | i = rndm (RP->Xsize - 2) + 1; |
352 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
364 | j = rndm (RP->Ysize - 2) + 1; |
353 | tries++; |
365 | tries++; |
354 | the_keymaster = find_closest_monster (map, i, j, RP); |
366 | the_keymaster = find_closest_monster (map, i, j, RP); |
355 | } |
367 | } |
356 | |
368 | |
357 | /* if we don't find a good keymaster, drop the key on the ground. */ |
369 | /* if we don't find a good keymaster, drop the key on the ground. */ |
… | |
… | |
360 | int freeindex; |
372 | int freeindex; |
361 | |
373 | |
362 | freeindex = -1; |
374 | freeindex = -1; |
363 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
375 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
364 | { |
376 | { |
365 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
377 | kx = rndm (RP->Xsize - 2) + 1; |
366 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
378 | ky = rndm (RP->Ysize - 2) + 1; |
367 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
379 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
368 | } |
380 | } |
369 | |
381 | |
370 | // can freeindex ever be < 0? |
382 | // can freeindex ever be < 0? |
371 | if (freeindex >= 0) |
383 | if (freeindex >= 0) |
… | |
… | |
463 | return theMonsterToFind; |
475 | return theMonsterToFind; |
464 | } |
476 | } |
465 | } |
477 | } |
466 | |
478 | |
467 | /* now search all the 8 squares around recursively for a monster,in random order */ |
479 | /* now search all the 8 squares around recursively for a monster,in random order */ |
468 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
480 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
469 | { |
481 | { |
470 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
482 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
471 | if (theMonsterToFind != NULL) |
483 | if (theMonsterToFind != NULL) |
472 | return theMonsterToFind; |
484 | return theMonsterToFind; |
473 | } |
485 | } |
… | |
… | |
536 | room_free_spots_x[number_of_free_spots_in_room] = x; |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
537 | room_free_spots_y[number_of_free_spots_in_room] = y; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
538 | number_of_free_spots_in_room++; |
550 | number_of_free_spots_in_room++; |
539 | |
551 | |
540 | /* now search all the 8 squares around recursively for free spots,in random order */ |
552 | /* now search all the 8 squares around recursively for free spots,in random order */ |
541 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
553 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
542 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
554 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
543 | |
555 | |
544 | } |
556 | } |
545 | |
557 | |
546 | /* find a random non-blocked spot in this room to drop a key. */ |
558 | /* find a random non-blocked spot in this room to drop a key. */ |
… | |
… | |
567 | /* setup num_free_spots and room_free_spots */ |
579 | /* setup num_free_spots and room_free_spots */ |
568 | find_spot_in_room_recursive (layout2, x, y, RP); |
580 | find_spot_in_room_recursive (layout2, x, y, RP); |
569 | |
581 | |
570 | if (number_of_free_spots_in_room > 0) |
582 | if (number_of_free_spots_in_room > 0) |
571 | { |
583 | { |
572 | i = RANDOM () % number_of_free_spots_in_room; |
584 | i = rndm (number_of_free_spots_in_room); |
573 | *kx = room_free_spots_x[i]; |
585 | *kx = room_free_spots_x[i]; |
574 | *ky = room_free_spots_y[i]; |
586 | *ky = room_free_spots_y[i]; |
575 | } |
587 | } |
576 | |
588 | |
577 | /* deallocate the temp. layout */ |
589 | /* deallocate the temp. layout */ |
… | |
… | |
645 | *cy = ly; |
657 | *cy = ly; |
646 | return; |
658 | return; |
647 | } |
659 | } |
648 | } |
660 | } |
649 | /* give up and return the closest free spot. */ |
661 | /* give up and return the closest free spot. */ |
650 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
662 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
651 | |
663 | |
652 | if (i != -1) |
664 | if (i != -1) |
653 | { |
665 | { |
654 | *cx = x + freearr_x[i]; |
666 | *cx = x + freearr_x[i]; |
655 | *cy = y + freearr_y[i]; |
667 | *cy = y + freearr_y[i]; |
… | |
… | |
660 | *cx = -1; |
672 | *cx = -1; |
661 | *cy = -1; |
673 | *cy = -1; |
662 | } |
674 | } |
663 | } |
675 | } |
664 | |
676 | |
665 | |
|
|
666 | void |
677 | void |
667 | remove_monsters (int x, int y, maptile *map) |
678 | remove_monsters (int x, int y, maptile *map) |
668 | { |
679 | { |
669 | object *tmp; |
680 | object *tmp; |
670 | |
681 | |
671 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
682 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
672 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
683 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
673 | { |
684 | { |
674 | if (tmp->head) |
685 | if (tmp->head) |
675 | tmp = tmp->head; |
686 | tmp = tmp->head; |
676 | tmp->remove (); |
687 | tmp->remove (); |
… | |
… | |
679 | if (tmp == NULL) |
690 | if (tmp == NULL) |
680 | break; |
691 | break; |
681 | }; |
692 | }; |
682 | } |
693 | } |
683 | |
694 | |
684 | |
|
|
685 | /* surrounds the point x,y by doors, so as to enclose something, like |
695 | /* surrounds the point x,y by doors, so as to enclose something, like |
686 | a chest. It only goes as far as the 8 squares surrounding, and |
696 | a chest. It only goes as far as the 8 squares surrounding, and |
687 | it'll remove any monsters it finds.*/ |
697 | it'll remove any monsters it finds.*/ |
688 | |
|
|
689 | object ** |
698 | object ** |
690 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
699 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
691 | { |
700 | { |
692 | int i; |
701 | int i; |
693 | char *doors[2]; |
702 | const char *doors[2]; |
694 | object **doorlist; |
703 | object **doorlist; |
695 | int ndoors_made = 0; |
704 | int ndoors_made = 0; |
696 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
705 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
697 | |
706 | |
698 | /* this is a list we pick from, for horizontal and vertical doors */ |
707 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
710 | /* place doors in all the 8 adjacent unblocked squares. */ |
719 | /* place doors in all the 8 adjacent unblocked squares. */ |
711 | for (i = 1; i < 9; i++) |
720 | for (i = 1; i < 9; i++) |
712 | { |
721 | { |
713 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
722 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
714 | |
723 | |
715 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
724 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
716 | { /* place a door */ |
725 | { /* place a door */ |
|
|
726 | remove_monsters (x1, y1, map); |
|
|
727 | |
717 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
728 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
718 | |
729 | map->insert (new_door, x1, y1); |
719 | new_door->x = x + freearr_x[i]; |
|
|
720 | new_door->y = y + freearr_y[i]; |
|
|
721 | remove_monsters (new_door->x, new_door->y, map); |
|
|
722 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
723 | doorlist[ndoors_made] = new_door; |
730 | doorlist[ndoors_made] = new_door; |
724 | ndoors_made++; |
731 | ndoors_made++; |
725 | } |
732 | } |
726 | } |
733 | } |
|
|
734 | |
727 | return doorlist; |
735 | return doorlist; |
728 | } |
736 | } |
729 | |
737 | |
730 | |
738 | |
731 | /* returns the first door in this square, or NULL if there isn't a door. */ |
739 | /* returns the first door in this square, or NULL if there isn't a door. */ |
… | |
… | |
774 | } |
782 | } |
775 | } |
783 | } |
776 | else |
784 | else |
777 | { |
785 | { |
778 | layout[x][y] = 1; |
786 | layout[x][y] = 1; |
|
|
787 | |
779 | /* now search all the 8 squares around recursively for free spots,in random order */ |
788 | /* now search all the 8 squares around recursively for free spots,in random order */ |
780 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
789 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
781 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
790 | find_doors_in_room_recursive (layout, map, |
|
|
791 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
792 | doorlist, ndoors, RP); |
782 | } |
793 | } |
783 | } |
794 | } |
784 | |
795 | |
785 | /* find a random non-blocked spot in this room to drop a key. */ |
796 | /* find a random non-blocked spot in this room to drop a key. */ |
786 | object ** |
797 | object ** |
… | |
… | |
842 | new_door->y = door->y; |
853 | new_door->y = door->y; |
843 | door->remove (); |
854 | door->remove (); |
844 | door->destroy (); |
855 | door->destroy (); |
845 | doorlist[i] = new_door; |
856 | doorlist[i] = new_door; |
846 | insert_ob_in_map (new_door, map, NULL, 0); |
857 | insert_ob_in_map (new_door, map, NULL, 0); |
847 | sprintf (keybuf, "%d", (int) RANDOM ()); |
858 | sprintf (keybuf, "%d", rndm (1000000000)); |
848 | new_door->slaying = keybuf; |
859 | new_door->slaying = keybuf; |
849 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
860 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
850 | } |
861 | } |
851 | } |
862 | } |
852 | |
863 | |