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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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 */
47static int
48bc_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 */
52wall_blocked (maptile *m, int x, int y) 58wall_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
62map, (required) 68map, (required)
63layout, (required) 69layout, (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
123 for (j = 0; j < RP->Ysize; j++) 136 for (j = 0; j < RP->Ysize; j++)
124 { 137 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 138 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 139 {
127 int tdiv = RP->symmetry_used; 140 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 141 object *chest;
130 142
131 if (tdiv == 3) 143 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 144 tdiv = 2; /* this symmetry uses a divisor of 2 */
133 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
134 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
135 if (!chest) 148 if (!chest)
136 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
137 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
138 { 152 {
139 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 155 free (doorlist);
142 } 156 }
143 } 157 }
144 } 158 }
153 167
154 i = j = -1; 168 i = j = -1;
155 tries = 0; 169 tries = 0;
156 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
157 { 171 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
161 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
162 i = -1; 176 i = -1;
163 tries++; 177 tries++;
164 } 178 }
180 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
181 int ti, i, j; 195 int ti, i, j;
182 196
183 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
184 { 198 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 202 }
189 } 203 }
190} 204}
191 205
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 240
227 if (tlist != NULL) 241 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 243 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
231 245
232 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);
233 } 247 }
234 else 248 else
235 { /* use the style map */ 249 { /* use the style map */
236 the_chest->randomitems = tlist; 250 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 251 the_chest->stats.hp = n_treasures;
238 } 252 }
239#endif 253#endif
240 { /* neither style_map no treasure list given */ 254 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 255 treasurelist *tlist = treasurelist::find ("chest");
242 256
243 the_chest->randomitems = tlist; 257 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 258 the_chest->stats.hp = n_treasures;
245 } 259 }
246 260
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap; 265 object *the_trap;
252 266
253 if (trap_map) 267 if (trap_map)
254 { 268 {
255 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
256 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
258 if (the_trap) 272 if (the_trap)
259 { 273 {
260 object *new_trap; 274 object *new_trap;
261 275
262 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
269 } 283 }
270 284
271 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
272 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
273 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 289 {
277 char keybuf[1024]; 290 char keybuf[1024];
278 291
279 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
280 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
282 } 295 }
283 296
284 /* actually place the chest. */ 297 /* actually place the chest. */
346 int tries = 0; 359 int tries = 0;
347 360
348 the_keymaster = 0; 361 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster) 362 while (tries < 15 && !the_keymaster)
350 { 363 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
353 tries++; 366 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
355 } 368 }
356 369
357 /* 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. */
360 int freeindex; 373 int freeindex;
361 374
362 freeindex = -1; 375 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 { 377 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
367 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);
368 } 381 }
369 382
370 // can freeindex ever be < 0? 383 // can freeindex ever be < 0?
371 if (freeindex >= 0) 384 if (freeindex >= 0)
416 the_key->y = ky; 429 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 431 return 1;
419 } 432 }
420 433
421 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 435 return 1;
423} 436}
424 437
425 438
426 439
463 return theMonsterToFind; 476 return theMonsterToFind;
464 } 477 }
465 } 478 }
466 479
467 /* 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 */
468 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++)
469 { 482 {
470 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);
471 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 485 return theMonsterToFind;
473 } 486 }
489 /* allocate and copy the layout, converting C to 0. */ 502 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++) 503 for (i = 0; i < RP->Xsize; i++)
491 { 504 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++) 506 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j)) 507 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#'; 508 layout2[i][j] = '#';
497 }
498 } 509 }
510
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 512
501 /* deallocate the temp. layout */ 513 /* deallocate the temp. layout */
502 for (i = 0; i < RP->Xsize; i++) 514 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]); 515 free (layout2[i]);
505 } 516
506 free (layout2); 517 free (layout2);
507 518
508 return theMonsterToFind; 519 return theMonsterToFind;
509} 520}
510 521
536 room_free_spots_x[number_of_free_spots_in_room] = x; 547 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 548 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 549 number_of_free_spots_in_room++;
539 550
540 /* 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 */
541 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++)
542 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);
543 554
544} 555}
545 556
546/* 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. */
567 /* setup num_free_spots and room_free_spots */ 578 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 579 find_spot_in_room_recursive (layout2, x, y, RP);
569 580
570 if (number_of_free_spots_in_room > 0) 581 if (number_of_free_spots_in_room > 0)
571 { 582 {
572 i = RANDOM () % number_of_free_spots_in_room; 583 i = rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 584 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 585 *ky = room_free_spots_y[i];
575 } 586 }
576 587
577 /* deallocate the temp. layout */ 588 /* deallocate the temp. layout */
645 *cy = ly; 656 *cy = ly;
646 return; 657 return;
647 } 658 }
648 } 659 }
649 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
650 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);
651 662
652 if (i != -1) 663 if (i != -1)
653 { 664 {
654 *cx = x + freearr_x[i]; 665 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 666 *cy = y + freearr_y[i];
660 *cx = -1; 671 *cx = -1;
661 *cy = -1; 672 *cy = -1;
662 } 673 }
663} 674}
664 675
665
666void 676void
667remove_monsters (int x, int y, maptile *map) 677remove_monsters (int x, int y, maptile *map)
668{ 678{
669 object *tmp; 679 object *tmp;
670 680
671 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)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 682 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 683 {
674 if (tmp->head) 684 if (tmp->head)
675 tmp = tmp->head; 685 tmp = tmp->head;
676 tmp->remove (); 686 tmp->remove ();
679 if (tmp == NULL) 689 if (tmp == NULL)
680 break; 690 break;
681 }; 691 };
682} 692}
683 693
684
685/* 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
686 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
687 it'll remove any monsters it finds.*/ 696 it'll remove any monsters it finds.*/
688
689object ** 697object **
690surround_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)
691{ 699{
692 int i; 700 int i;
693 char *doors[2]; 701 const char *doors[2];
694 object **doorlist; 702 object **doorlist;
695 int ndoors_made = 0; 703 int ndoors_made = 0;
696 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 */
697 705
698 /* 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 */
710 /* place doors in all the 8 adjacent unblocked squares. */ 718 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 719 for (i = 1; i < 9; i++)
712 { 720 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 721 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 722
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 723 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 724 { /* place a door */
725 remove_monsters (x1, y1, map);
726
717 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]);
718 728 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; 729 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 730 ndoors_made++;
725 } 731 }
726 } 732 }
733
727 return doorlist; 734 return doorlist;
728} 735}
729 736
730 737
731/* 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. */
737 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)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 745 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 746 return tmp;
740 return NULL; 747 return NULL;
741} 748}
742
743 749
744/* the workhorse routine, which finds the doors in a room */ 750/* the workhorse routine, which finds the doors in a room */
745void 751void
746find_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)
747{ 753{
762 layout[x][y] = 1; 768 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 769 door = door_in_square (map, x, y);
764 if (door) 770 if (door)
765 { 771 {
766 doorlist[*ndoors] = door; 772 doorlist[*ndoors] = door;
773
767 if (*ndoors > 1022) /* eek! out of memory */ 774 if (*ndoors > 1022) /* eek! out of memory */
768 { 775 {
769 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");
770 return; 777 return;
771 } 778 }
774 } 781 }
775 } 782 }
776 else 783 else
777 { 784 {
778 layout[x][y] = 1; 785 layout[x][y] = 1;
786
779 /* 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 */
780 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 788 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); 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);
782 } 792 }
783} 793}
784 794
785/* 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. */
786object ** 796object **
787find_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)
788{ 798{
789 char **layout2;
790 object **doorlist;
791 int i, j; 799 int i, j;
792 int ndoors = 0; 800 int ndoors = 0;
793 801
794 doorlist = (object **) calloc (sizeof (int), 1024); 802 object **doorlist = (object **) calloc (sizeof (int), 1024);
795 803
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 804 MazeData layout2 (RP->Xsize, RP->Ysize);
805
797 /* allocate and copy the layout, converting C to 0. */ 806 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 807 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 808 for (j = 0; j < RP->Ysize; j++)
802 {
803 if (wall_blocked (map, i, j)) 809 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#'; 810 layout2[i][j] = '#';
805 }
806 }
807 811
808 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
809 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);
810 814
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 815 return doorlist;
817} 816}
818
819
820 817
821/* 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
822 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
823
824void 820void
825lock_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)
826{ 822{
827 object *door; 823 object *door;
828 int i; 824 int i;
842 new_door->y = door->y; 838 new_door->y = door->y;
843 door->remove (); 839 door->remove ();
844 door->destroy (); 840 door->destroy ();
845 doorlist[i] = new_door; 841 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 843 sprintf (keybuf, "%d", rndm (1000000000));
848 new_door->slaying = keybuf; 844 new_door->slaying = keybuf;
849 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);
850 } 846 }
851 } 847 }
852 848

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