ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC vs.
Revision 1.27 by elmex, Sun Apr 15 14:15:14 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
43#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
44 42
45#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 44#define PASS_DOORS 1
47 45
46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48static int
49bc_random (int x)
50{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3;
52}
48 53
49/* returns true if square x,y has P_NO_PASS set, which is true for walls 54/* returns true if square x,y has P_NO_PASS set, which is true for walls
50 * and doors but not monsters. 55 * and doors but not monsters.
51 * This function is not map tile aware. 56 * This function is not map tile aware.
52 */ 57 */
53
54int 58int
55wall_blocked (maptile *m, int x, int y) 59wall_blocked (maptile *m, int x, int y)
56{ 60{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 61 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 62 return 1;
63
64 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 65 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 66}
64 67
65/* place treasures in the map, given the 68/* place treasures in the map, given the
66map, (required) 69map, (required)
67layout, (required) 70layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 71treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 72treasureoptions (may be 0 for random choices or positive)
70*/ 73*/
71
72void 74void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 75place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 76{
75 char styledirname[1024]; 77 char styledirname[1024];
76 char stylefilepath[1024]; 78 char stylefilepath[1024];
79 81
80 /* bail out if treasure isn't wanted. */ 82 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 83 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 84 if (!strcmp (treasure_style, "none"))
83 return; 85 return;
86
84 if (treasureoptions <= 0) 87 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 88 treasureoptions = rndm (2 * LAST_OPTION);
86 89
87 /* filter out the mutually exclusive options */ 90 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 92 {
90 if (RANDOM () % 2) 93 if (rndm (2))
91 treasureoptions -= 1; 94 treasureoptions -= 1;
92 else 95 else
93 treasureoptions -= 2; 96 treasureoptions -= 2;
94 } 97 }
95 98
96 /* pick the number of treasures */ 99 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 100 if (treasureoptions & SPARSE)
98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 101 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
99 else if (treasureoptions & RICH) 102 else if (treasureoptions & RICH)
100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 103 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else 104 else
102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 105 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
103 106
104 if (num_treasures <= 0) 107 if (num_treasures <= 0)
105 return; 108 return;
106 109
107 /* get the style map */ 110 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 111 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 113 style_map = find_style (styledirname, treasure_style, -1);
114
115 if (!style_map)
116 {
117 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
118 return;
119 }
111 120
112 /* all the treasure at one spot in the map. */ 121 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 122 if (treasureoptions & CONCENTRATED)
114 { 123 {
115 124
158 167
159 i = j = -1; 168 i = j = -1;
160 tries = 0; 169 tries = 0;
161 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
162 { 171 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
166 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
167 i = -1; 176 i = -1;
168 tries++; 177 tries++;
169 } 178 }
185 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
186 int ti, i, j; 195 int ti, i, j;
187 196
188 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
189 { 198 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 202 }
194 } 203 }
195} 204}
196 205
211 if (i == -1) 220 if (i == -1)
212 { 221 {
213 the_chest->destroy (); 222 the_chest->destroy ();
214 return NULL; 223 return NULL;
215 } 224 }
225
216 xl = x + freearr_x[i]; 226 xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 227 yl = y + freearr_y[i];
218 228
219 /* if the placement is blocked, return a fail. */ 229 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 230 if (wall_blocked (map, xl, yl))
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 240
231 if (tlist != NULL) 241 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 243 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
235 245
236 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);
237 } 247 }
238 else 248 else
239 { /* use the style map */ 249 { /* use the style map */
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap; 265 object *the_trap;
256 266
257 if (trap_map) 267 if (trap_map)
258 { 268 {
259 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
260 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
262 if (the_trap) 272 if (the_trap)
263 { 273 {
264 object *new_trap; 274 object *new_trap;
265 275
266 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
273 } 283 }
274 284
275 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
276 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
277 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 289 {
281 char keybuf[1024]; 290 char keybuf[1024];
282 291
283 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
284 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
286 } 295 }
287 296
288 /* actually place the chest. */ 297 /* actually place the chest. */
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332 341
333 The idea is that you call keyplace on x,y where a door is, and it'll make 342 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. 343 sure a key is placed on both sides of the door.
335*/ 344*/
336
337int 345int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{ 347{
340 int i, j; 348 int i, j;
341 int kx, ky; 349 int kx = 0, ky = 0;
342 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key; 351 object *the_key;
344 352
345 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
346 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
348 356
349 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
350 { 358 {
351 int tries = 0; 359 int tries = 0;
352 360
353 the_keymaster = NULL; 361 the_keymaster = 0;
354 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
355 { 363 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
358 tries++; 366 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
360 } 368 }
369
361 /* 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. */
362 if (the_keymaster == NULL) 371 if (!the_keymaster)
363 { 372 {
364 int freeindex; 373 int freeindex;
365 374
366 freeindex = -1; 375 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 { 377 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
372 } 381 }
382
383 // can freeindex ever be < 0?
373 if (freeindex != -1) 384 if (freeindex >= 0)
374 { 385 {
375 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
376 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
377 } 388 }
378 } 389 }
379 } 390 }
380 else 391 else
381 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
383 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
384 if (n_keys == 1) 395 if (n_keys == 1)
385 { 396 {
386 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
387 return 0; 398 return 0;
399
388 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 } 403 }
392 else 404 else
393 { 405 {
394 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
396 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* 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); 409 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); 410 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); 411 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); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */ 415 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 416 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); 417 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); 418 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); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
407 } 420 }
421
408 return 1; 422 return 1;
409 } 423 }
410 } 424 }
411 425
412 if (the_keymaster == NULL) 426 if (!the_keymaster)
413 { 427 {
414 the_key->x = kx; 428 the_key->x = kx;
415 the_key->y = ky; 429 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1; 431 return 1;
462 return theMonsterToFind; 476 return theMonsterToFind;
463 } 477 }
464 } 478 }
465 479
466 /* 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 */
467 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++)
468 { 482 {
469 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);
470 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 485 return theMonsterToFind;
472 } 486 }
505 free (layout2); 519 free (layout2);
506 520
507 return theMonsterToFind; 521 return theMonsterToFind;
508} 522}
509 523
510
511
512
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x; 525int *room_free_spots_x;
515int *room_free_spots_y; 526int *room_free_spots_y;
516int number_of_free_spots_in_room; 527int number_of_free_spots_in_room;
517 528
518/* the workhorse routine, which finds the free spots in a room: 529/* the workhorse routine, which finds the free spots in a room:
519a datastructure of free points is set up, and a position chosen from 530a datastructure of free points is set up, and a position chosen from
520that datastructure. */ 531that datastructure. */
521
522void 532void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 533find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 534{
525 int i, j; 535 int i, j;
526 536
537 /* check off this point */ 547 /* check off this point */
538 layout[x][y] = 1; 548 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 549 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 550 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 551 number_of_free_spots_in_room++;
552
542 /* now search all the 8 squares around recursively for free spots,in random order */ 553 /* 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++) 554 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); 555 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 556
548} 557}
549 558
550/* find a random non-blocked spot in this room to drop a key. */ 559/* find a random non-blocked spot in this room to drop a key. */
551void 560void
562 /* allocate and copy the layout, converting C to 0. */ 571 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 572 for (i = 0; i < RP->Xsize; i++)
564 { 573 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 575 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 576 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 577 layout2[i][j] = '#';
570 }
571 } 578 }
572 579
573 /* setup num_free_spots and room_free_spots */ 580 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 581 find_spot_in_room_recursive (layout2, x, y, RP);
575 582
576 if (number_of_free_spots_in_room > 0) 583 if (number_of_free_spots_in_room > 0)
577 { 584 {
578 i = RANDOM () % number_of_free_spots_in_room; 585 i = rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 586 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 587 *ky = room_free_spots_y[i];
581 } 588 }
582 589
583 /* deallocate the temp. layout */ 590 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 591 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 592 free (layout2[i]);
587 } 593
588 free (layout2); 594 free (layout2);
589 free (room_free_spots_x); 595 free (room_free_spots_x);
590 free (room_free_spots_y); 596 free (room_free_spots_y);
591} 597}
592 598
593 599
594/* searches the map for a spot with walls around it. The more 600/* 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 601 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.*/ 602 it'll return 0 if no FREE spots are found.*/
597
598void 603void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 604find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 605{
601 int x, y; 606 int x, y;
602 int i; 607 int i;
653 *cy = ly; 658 *cy = ly;
654 return; 659 return;
655 } 660 }
656 } 661 }
657 /* give up and return the closest free spot. */ 662 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 663 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 664
665 if (i != -1)
660 { 666 {
661 *cx = x + freearr_x[i]; 667 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 668 *cy = y + freearr_y[i];
663 return; 669 }
670 else
664 } 671 {
665 /* indicate failure */ 672 /* indicate failure */
673 *cx = -1;
666 *cx = *cy = -1; 674 *cy = -1;
675 }
667} 676}
668
669 677
670void 678void
671remove_monsters (int x, int y, maptile *map) 679remove_monsters (int x, int y, maptile *map)
672{ 680{
673 object *tmp; 681 object *tmp;
674 682
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 685 {
678 if (tmp->head) 686 if (tmp->head)
679 tmp = tmp->head; 687 tmp = tmp->head;
680 tmp->remove (); 688 tmp->remove ();
683 if (tmp == NULL) 691 if (tmp == NULL)
684 break; 692 break;
685 }; 693 };
686} 694}
687 695
688
689/* surrounds the point x,y by doors, so as to enclose something, like 696/* 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 697 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 698 it'll remove any monsters it finds.*/
692
693object ** 699object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 700surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 701{
696 int i; 702 int i;
697 char *doors[2]; 703 const char *doors[2];
698 object **doorlist; 704 object **doorlist;
699 int ndoors_made = 0; 705 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 706 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 707
702 /* this is a list we pick from, for horizontal and vertical doors */ 708 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 720 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 721 for (i = 1; i < 9; i++)
716 { 722 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 724
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 726 { /* place a door */
727 remove_monsters (x1, y1, map);
728
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 729 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 730 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; 731 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 732 ndoors_made++;
729 } 733 }
730 } 734 }
735
731 return doorlist; 736 return doorlist;
732} 737}
733 738
734 739
735/* returns the first door in this square, or NULL if there isn't a door. */ 740/* returns the first door in this square, or NULL if there isn't a door. */
778 } 783 }
779 } 784 }
780 else 785 else
781 { 786 {
782 layout[x][y] = 1; 787 layout[x][y] = 1;
788
783 /* now search all the 8 squares around recursively for free spots,in random order */ 789 /* now search all the 8 squares around recursively for free spots,in random order */
784 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 791 find_doors_in_room_recursive (layout, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
793 doorlist, ndoors, RP);
786 } 794 }
787} 795}
788 796
789/* find a random non-blocked spot in this room to drop a key. */ 797/* find a random non-blocked spot in this room to drop a key. */
790object ** 798object **
846 new_door->y = door->y; 854 new_door->y = door->y;
847 door->remove (); 855 door->remove ();
848 door->destroy (); 856 door->destroy ();
849 doorlist[i] = new_door; 857 doorlist[i] = new_door;
850 insert_ob_in_map (new_door, map, NULL, 0); 858 insert_ob_in_map (new_door, map, NULL, 0);
851 sprintf (keybuf, "%d", (int) RANDOM ()); 859 sprintf (keybuf, "%d", rndm (1000000000));
852 new_door->slaying = keybuf; 860 new_door->slaying = keybuf;
853 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
854 } 862 }
855 } 863 }
856 864

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines