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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
4 * 3 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 * 7 *
9 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
10 * 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
11 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen
31 *
32 * This program is free software; you can redistribute it and/or modify
33 * it under the terms of the GNU General Public License as published by
34 * the Free Software Foundation; either version 2 of the License, or
35 * (at your option) any later version. 11 * (at your option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 * 20 *
46 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
47 */ 22 */
48>>>>>>> 1.18
49 23
50/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
51 25
52#include <global.h> 26#include <global.h>
53#include <random_map.h> 27#include <random_map.h>
66#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 */
67 41
68#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 43#define PASS_DOORS 1
70 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
71 52
72/* 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
73 * and doors but not monsters. 54 * and doors but not monsters.
74 * This function is not map tile aware. 55 * This function is not map tile aware.
75 */ 56 */
77wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
78{ 59{
79 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 61 return 1;
81 62
63 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 65}
85 66
86/* place treasures in the map, given the 67/* place treasures in the map, given the
87map, (required) 68map, (required)
88layout, (required) 69layout, (required)
99 80
100 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 82 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
103 return; 84 return;
85
104 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
106 88
107 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 91 {
110 if (RANDOM () % 2) 92 if (rndm (2))
111 treasureoptions -= 1; 93 treasureoptions -= 1;
112 else 94 else
113 treasureoptions -= 2; 95 treasureoptions -= 2;
114 } 96 }
115 97
116 /* pick the number of treasures */ 98 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
118 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);
119 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
120 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);
121 else 103 else
122 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);
123 105
124 if (num_treasures <= 0) 106 if (num_treasures <= 0)
125 return; 107 return;
126 108
127 /* get the style map */ 109 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 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 }
131 119
132 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
134 { 122 {
135 123
148 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
149 { 137 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 { 139 {
152 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 141 object *chest;
155 142
156 if (tdiv == 3) 143 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 144 tdiv = 2; /* this symmetry uses a divisor of 2 */
158 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
159 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
160 if (!chest) 148 if (!chest)
161 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
162 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
163 { 152 {
164 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 155 free (doorlist);
167 } 156 }
168 } 157 }
169 } 158 }
178 167
179 i = j = -1; 168 i = j = -1;
180 tries = 0; 169 tries = 0;
181 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
182 { 171 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
186 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
187 i = -1; 176 i = -1;
188 tries++; 177 tries++;
189 } 178 }
205 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
206 int ti, i, j; 195 int ti, i, j;
207 196
208 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
209 { 198 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 202 }
214 } 203 }
215} 204}
216 205
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 240
252 if (tlist != NULL) 241 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 243 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
256 245
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
258 } 247 }
259 else 248 else
260 { /* use the style map */ 249 { /* use the style map */
261 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
263 } 252 }
264#endif 253#endif
265 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
267 256
268 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
270 } 259 }
271 260
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap; 265 object *the_trap;
277 266
278 if (trap_map) 267 if (trap_map)
279 { 268 {
280 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
281 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
283 if (the_trap) 272 if (the_trap)
284 { 273 {
285 object *new_trap; 274 object *new_trap;
286 275
287 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
294 } 283 }
295 284
296 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
297 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
298 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 289 {
302 char keybuf[1024]; 290 char keybuf[1024];
303 291
304 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
305 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
307 } 295 }
308 296
309 /* actually place the chest. */ 297 /* actually place the chest. */
371 int tries = 0; 359 int tries = 0;
372 360
373 the_keymaster = 0; 361 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster) 362 while (tries < 15 && !the_keymaster)
375 { 363 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
378 tries++; 366 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
380 } 368 }
381 369
382 /* if we don't find a good keymaster, drop the key on the ground. */ 370 /* if we don't find a good keymaster, drop the key on the ground. */
385 int freeindex; 373 int freeindex;
386 374
387 freeindex = -1; 375 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 { 377 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 } 381 }
394 382
395 // can freeindex ever be < 0? 383 // can freeindex ever be < 0?
396 if (freeindex >= 0) 384 if (freeindex >= 0)
441 the_key->y = ky; 429 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1; 431 return 1;
444 } 432 }
445 433
446 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
447 return 1; 435 return 1;
448} 436}
449 437
450 438
451 439
488 return theMonsterToFind; 476 return theMonsterToFind;
489 } 477 }
490 } 478 }
491 479
492 /* now search all the 8 squares around recursively for a monster,in random order */ 480 /* now search all the 8 squares around recursively for a monster,in random order */
493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 482 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
496 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 485 return theMonsterToFind;
498 } 486 }
514 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
516 { 504 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
522 }
523 } 509 }
510
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 512
526 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
527 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]); 515 free (layout2[i]);
530 } 516
531 free (layout2); 517 free (layout2);
532 518
533 return theMonsterToFind; 519 return theMonsterToFind;
534} 520}
535 521
561 room_free_spots_x[number_of_free_spots_in_room] = x; 547 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 548 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 549 number_of_free_spots_in_room++;
564 550
565 /* now search all the 8 squares around recursively for free spots,in random order */ 551 /* now search all the 8 squares around recursively for free spots,in random order */
566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 552 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 553 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 554
569} 555}
570 556
571/* find a random non-blocked spot in this room to drop a key. */ 557/* find a random non-blocked spot in this room to drop a key. */
592 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
594 580
595 if (number_of_free_spots_in_room > 0) 581 if (number_of_free_spots_in_room > 0)
596 { 582 {
597 i = RANDOM () % number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
600 } 586 }
601 587
602 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
670 *cy = ly; 656 *cy = ly;
671 return; 657 return;
672 } 658 }
673 } 659 }
674 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
676 662
677 if (i != -1) 663 if (i != -1)
678 { 664 {
679 *cx = x + freearr_x[i]; 665 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 666 *cy = y + freearr_y[i];
685 *cx = -1; 671 *cx = -1;
686 *cy = -1; 672 *cy = -1;
687 } 673 }
688} 674}
689 675
690
691void 676void
692remove_monsters (int x, int y, maptile *map) 677remove_monsters (int x, int y, maptile *map)
693{ 678{
694 object *tmp; 679 object *tmp;
695 680
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 681 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 683 {
699 if (tmp->head) 684 if (tmp->head)
700 tmp = tmp->head; 685 tmp = tmp->head;
701 tmp->remove (); 686 tmp->remove ();
704 if (tmp == NULL) 689 if (tmp == NULL)
705 break; 690 break;
706 }; 691 };
707} 692}
708 693
709
710/* surrounds the point x,y by doors, so as to enclose something, like 694/* surrounds the point x,y by doors, so as to enclose something, like
711 a chest. It only goes as far as the 8 squares surrounding, and 695 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
713
714object ** 697object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 698surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{ 699{
717 int i; 700 int i;
718 char *doors[2]; 701 const char *doors[2];
719 object **doorlist; 702 object **doorlist;
720 int ndoors_made = 0; 703 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 704 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 705
723 /* this is a list we pick from, for horizontal and vertical doors */ 706 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 718 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 719 for (i = 1; i < 9; i++)
737 { 720 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 722
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 724 { /* place a door */
725 remove_monsters (x1, y1, map);
726
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 727 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 728 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 729 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 730 ndoors_made++;
750 } 731 }
751 } 732 }
733
752 return doorlist; 734 return doorlist;
753} 735}
754 736
755 737
756/* returns the first door in this square, or NULL if there isn't a door. */ 738/* returns the first door in this square, or NULL if there isn't a door. */
762 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 744 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 746 return tmp;
765 return NULL; 747 return NULL;
766} 748}
767
768 749
769/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
770void 751void
771find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 752find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
772{ 753{
787 layout[x][y] = 1; 768 layout[x][y] = 1;
788 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
789 if (door) 770 if (door)
790 { 771 {
791 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
792 if (*ndoors > 1022) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
793 { 775 {
794 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 776 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
795 return; 777 return;
796 } 778 }
799 } 781 }
800 } 782 }
801 else 783 else
802 { 784 {
803 layout[x][y] = 1; 785 layout[x][y] = 1;
786
804 /* now search all the 8 squares around recursively for free spots,in random order */ 787 /* now search all the 8 squares around recursively for free spots,in random order */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 789 find_doors_in_room_recursive (layout, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP);
807 } 792 }
808} 793}
809 794
810/* find a random non-blocked spot in this room to drop a key. */ 795/* find a random non-blocked spot in this room to drop a key. */
811object ** 796object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
813{ 798{
814 char **layout2;
815 object **doorlist;
816 int i, j; 799 int i, j;
817 int ndoors = 0; 800 int ndoors = 0;
818 801
819 doorlist = (object **) calloc (sizeof (int), 1024); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
820 803
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
822 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
827 {
828 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
830 }
831 }
832 811
833 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
835 814
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 815 return doorlist;
842} 816}
843
844
845 817
846/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
847 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
848
849void 820void
850lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 821lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
851{ 822{
852 object *door; 823 object *door;
853 int i; 824 int i;
867 new_door->y = door->y; 838 new_door->y = door->y;
868 door->remove (); 839 door->remove ();
869 door->destroy (); 840 door->destroy ();
870 doorlist[i] = new_door; 841 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 843 sprintf (keybuf, "%d", rndm (1000000000));
873 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
875 } 846 }
876 } 847 }
877 848

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