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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.12 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
26
27
28 26
29#include <global.h> 27#include <global.h>
30#include <random_map.h> 28#include <random_map.h>
31#include <rproto.h> 29#include <rproto.h>
32 30
48 46
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 47/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 48 * and doors but not monsters.
51 * This function is not map tile aware. 49 * This function is not map tile aware.
52 */ 50 */
53
54int 51int
55wall_blocked (maptile *m, int x, int y) 52wall_blocked (maptile *m, int x, int y)
56{ 53{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 54 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 55 return 1;
56
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
62 return r; 58 return r;
63} 59}
64 60
65/* place treasures in the map, given the 61/* place treasures in the map, given the
66map, (required) 62map, (required)
67layout, (required) 63layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 64treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 65treasureoptions (may be 0 for random choices or positive)
70*/ 66*/
71
72void 67void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 68place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 69{
75 char styledirname[256]; 70 char styledirname[1024];
76 char stylefilepath[256]; 71 char stylefilepath[1024];
77 maptile *style_map = 0; 72 maptile *style_map = 0;
78 int num_treasures; 73 int num_treasures;
79 74
80 /* bail out if treasure isn't wanted. */ 75 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 76 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 77 if (!strcmp (treasure_style, "none"))
83 return; 78 return;
79
84 if (treasureoptions <= 0) 80 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
86 82
87 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 85 {
90 if (RANDOM () % 2) 86 if (rndm (2))
91 treasureoptions -= 1; 87 treasureoptions -= 1;
92 else 88 else
93 treasureoptions -= 2; 89 treasureoptions -= 2;
94 } 90 }
95 91
211 if (i == -1) 207 if (i == -1)
212 { 208 {
213 the_chest->destroy (); 209 the_chest->destroy ();
214 return NULL; 210 return NULL;
215 } 211 }
212
216 xl = x + freearr_x[i]; 213 xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 214 yl = y + freearr_y[i];
218 215
219 /* if the placement is blocked, return a fail. */ 216 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 217 if (wall_blocked (map, xl, yl))
276 the lockcode. It's not worth bothering to lock the chest if 273 the lockcode. It's not worth bothering to lock the chest if
277 there's only 1 treasure.... */ 274 there's only 1 treasure.... */
278 275
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 277 {
281 char keybuf[256]; 278 char keybuf[1024];
282 279
283 sprintf (keybuf, "%d", (int) RANDOM ()); 280 sprintf (keybuf, "%d", (int) RANDOM ());
284 the_chest->slaying = keybuf; 281 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
286 } 283 }
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332 329
333 The idea is that you call keyplace on x,y where a door is, and it'll make 330 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door. 331 sure a key is placed on both sides of the door.
335*/ 332*/
336
337int 333int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{ 335{
340 int i, j; 336 int i, j;
341 int kx, ky; 337 int kx = 0, ky = 0;
342 object *the_keymaster; /* the monster that gets the key. */ 338 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key; 339 object *the_key;
344 340
345 /* get a key and set its keycode */ 341 /* get a key and set its keycode */
346 the_key = get_archetype ("key2"); 342 the_key = get_archetype ("key2");
348 344
349 if (door_flag == PASS_DOORS) 345 if (door_flag == PASS_DOORS)
350 { 346 {
351 int tries = 0; 347 int tries = 0;
352 348
353 the_keymaster = NULL; 349 the_keymaster = 0;
354 while (tries < 15 && the_keymaster == NULL) 350 while (tries < 15 && !the_keymaster)
355 { 351 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1; 352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1; 353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
358 tries++; 354 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP); 355 the_keymaster = find_closest_monster (map, i, j, RP);
360 } 356 }
357
361 /* if we don't find a good keymaster, drop the key on the ground. */ 358 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL) 359 if (!the_keymaster)
363 { 360 {
364 int freeindex; 361 int freeindex;
365 362
366 freeindex = -1; 363 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++) 364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 { 365 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky); 368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
372 } 369 }
370
371 // can freeindex ever be < 0?
373 if (freeindex != -1) 372 if (freeindex >= 0)
374 { 373 {
375 kx += freearr_x[freeindex]; 374 kx += freearr_x [freeindex];
376 ky += freearr_y[freeindex]; 375 ky += freearr_y [freeindex];
377 } 376 }
378 } 377 }
379 } 378 }
380 else 379 else
381 { /* NO_PASS_DOORS --we have to work harder. */ 380 { /* NO_PASS_DOORS --we have to work harder. */
383 NO_PASS_DOORS is set. */ 382 NO_PASS_DOORS is set. */
384 if (n_keys == 1) 383 if (n_keys == 1)
385 { 384 {
386 if (wall_blocked (map, x, y)) 385 if (wall_blocked (map, x, y))
387 return 0; 386 return 0;
387
388 the_keymaster = find_monster_in_room (map, x, y, RP); 388 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP); 390 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 } 391 }
392 else 392 else
393 { 393 {
394 int sum = 0; /* count how many keys we actually place */ 394 int sum = 0; /* count how many keys we actually place */
396 /* I'm lazy, so just try to place in all 4 directions. */ 396 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */ 403 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 404 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
404 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 405 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
405 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 406 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
406 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 } 408 }
409
408 return 1; 410 return 1;
409 } 411 }
410 } 412 }
411 413
412 if (the_keymaster == NULL) 414 if (!the_keymaster)
413 { 415 {
414 the_key->x = kx; 416 the_key->x = kx;
415 the_key->y = ky; 417 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0); 418 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1; 419 return 1;
462 return theMonsterToFind; 464 return theMonsterToFind;
463 } 465 }
464 } 466 }
465 467
466 /* now search all the 8 squares around recursively for a monster,in random order */ 468 /* now search all the 8 squares around recursively for a monster,in random order */
467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
468 { 470 {
469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 471 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
470 if (theMonsterToFind != NULL) 472 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 473 return theMonsterToFind;
472 } 474 }
505 free (layout2); 507 free (layout2);
506 508
507 return theMonsterToFind; 509 return theMonsterToFind;
508} 510}
509 511
510
511
512
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x; 513int *room_free_spots_x;
515int *room_free_spots_y; 514int *room_free_spots_y;
516int number_of_free_spots_in_room; 515int number_of_free_spots_in_room;
517 516
518/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
519a 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
520that datastructure. */ 519that datastructure. */
521
522void 520void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 521find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 522{
525 int i, j; 523 int i, j;
526 524
537 /* check off this point */ 535 /* check off this point */
538 layout[x][y] = 1; 536 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 537 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 538 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 539 number_of_free_spots_in_room++;
540
542 /* now search all the 8 squares around recursively for free spots,in random order */ 541 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 543 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 544
548} 545}
549 546
550/* find a random non-blocked spot in this room to drop a key. */ 547/* find a random non-blocked spot in this room to drop a key. */
551void 548void
562 /* allocate and copy the layout, converting C to 0. */ 559 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 560 for (i = 0; i < RP->Xsize; i++)
564 { 561 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 562 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 563 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 564 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 565 layout2[i][j] = '#';
570 }
571 } 566 }
572 567
573 /* setup num_free_spots and room_free_spots */ 568 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 569 find_spot_in_room_recursive (layout2, x, y, RP);
575 570
580 *ky = room_free_spots_y[i]; 575 *ky = room_free_spots_y[i];
581 } 576 }
582 577
583 /* deallocate the temp. layout */ 578 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 579 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 580 free (layout2[i]);
587 } 581
588 free (layout2); 582 free (layout2);
589 free (room_free_spots_x); 583 free (room_free_spots_x);
590 free (room_free_spots_y); 584 free (room_free_spots_y);
591} 585}
592 586
593 587
594/* searches the map for a spot with walls around it. The more 588/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 589 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 590 it'll return 0 if no FREE spots are found.*/
597
598void 591void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 593{
601 int x, y; 594 int x, y;
602 int i; 595 int i;
653 *cy = ly; 646 *cy = ly;
654 return; 647 return;
655 } 648 }
656 } 649 }
657 /* give up and return the closest free spot. */ 650 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 652
653 if (i != -1)
660 { 654 {
661 *cx = x + freearr_x[i]; 655 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 656 *cy = y + freearr_y[i];
663 return; 657 }
658 else
664 } 659 {
665 /* indicate failure */ 660 /* indicate failure */
661 *cx = -1;
666 *cx = *cy = -1; 662 *cy = -1;
663 }
667} 664}
668
669 665
670void 666void
671remove_monsters (int x, int y, maptile *map) 667remove_monsters (int x, int y, maptile *map)
672{ 668{
673 object *tmp; 669 object *tmp;
674 670
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 673 {
678 if (tmp->head) 674 if (tmp->head)
679 tmp = tmp->head; 675 tmp = tmp->head;
680 tmp->remove (); 676 tmp->remove ();
683 if (tmp == NULL) 679 if (tmp == NULL)
684 break; 680 break;
685 }; 681 };
686} 682}
687 683
688
689/* surrounds the point x,y by doors, so as to enclose something, like 684/* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and 685 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 686 it'll remove any monsters it finds.*/
692
693object ** 687object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 688surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 689{
696 int i; 690 int i;
697 char *doors[2]; 691 char *doors[2];
714 /* place doors in all the 8 adjacent unblocked squares. */ 708 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 709 for (i = 1; i < 9; i++)
716 { 710 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 711 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 712
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 713 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 714 { /* place a door */
715 remove_monsters (x1, y1, map);
716
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 717 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 718 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 719 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 720 ndoors_made++;
729 } 721 }
730 } 722 }
723
731 return doorlist; 724 return doorlist;
732} 725}
733 726
734 727
735/* returns the first door in this square, or NULL if there isn't a door. */ 728/* returns the first door in this square, or NULL if there isn't a door. */
763 /* check off this point */ 756 /* check off this point */
764 if (layout[x][y] == '#') 757 if (layout[x][y] == '#')
765 { /* there could be a door here */ 758 { /* there could be a door here */
766 layout[x][y] = 1; 759 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 760 door = door_in_square (map, x, y);
768 if (door != NULL) 761 if (door)
769 { 762 {
770 doorlist[*ndoors] = door; 763 doorlist[*ndoors] = door;
771 if (*ndoors > 254) /* eek! out of memory */ 764 if (*ndoors > 1022) /* eek! out of memory */
772 { 765 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 766 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 767 return;
775 } 768 }
769
776 *ndoors = *ndoors + 1; 770 *ndoors = *ndoors + 1;
777 } 771 }
778 } 772 }
779 else 773 else
780 { 774 {
781 layout[x][y] = 1; 775 layout[x][y] = 1;
782 /* now search all the 8 squares around recursively for free spots,in random order */ 776 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
784 {
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
786 }
787 } 779 }
788} 780}
789 781
790/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
791object ** 783object **
794 char **layout2; 786 char **layout2;
795 object **doorlist; 787 object **doorlist;
796 int i, j; 788 int i, j;
797 int ndoors = 0; 789 int ndoors = 0;
798 790
799 doorlist = (object **) calloc (sizeof (int), 256); 791 doorlist = (object **) calloc (sizeof (int), 1024);
800
801 792
802 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
803 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
805 { 796 {
814 /* setup num_free_spots and room_free_spots */ 805 /* setup num_free_spots and room_free_spots */
815 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
816 807
817 /* deallocate the temp. layout */ 808 /* deallocate the temp. layout */
818 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
819 {
820 free (layout2[i]); 810 free (layout2[i]);
821 } 811
822 free (layout2); 812 free (layout2);
823 return doorlist; 813 return doorlist;
824} 814}
825 815
826 816
839 if (opts & DOORED) 829 if (opts & DOORED)
840 { 830 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 { 832 {
843 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
844 char keybuf[256]; 834 char keybuf[1024];
845 835
846 door = doorlist[i]; 836 door = doorlist[i];
847 new_door->face = door->face; 837 new_door->face = door->face;
848 new_door->x = door->x; 838 new_door->x = door->x;
849 new_door->y = door->y; 839 new_door->y = door->y;

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