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 1.17 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.26 by root, Sun Mar 18 03:05:40 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
8 7 *
9 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
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 2 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 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,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 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
20 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 21 *
23 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>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27
28
29 26
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <random_map.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
44#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 */
45 42
46#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 44#define PASS_DOORS 1
48 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}
49 53
50/* 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
51 * and doors but not monsters. 55 * and doors but not monsters.
52 * This function is not map tile aware. 56 * This function is not map tile aware.
53 */ 57 */
54
55int 58int
56wall_blocked (maptile *m, int x, int y) 59wall_blocked (maptile *m, int x, int y)
57{ 60{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 61 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 62 return 1;
63
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
63 return r; 65 return r;
64} 66}
65 67
66/* place treasures in the map, given the 68/* place treasures in the map, given the
67map, (required) 69map, (required)
68layout, (required) 70layout, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 72treasureoptions (may be 0 for random choices or positive)
71*/ 73*/
72
73void 74void
74place_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)
75{ 76{
76 char styledirname[1024]; 77 char styledirname[1024];
77 char stylefilepath[1024]; 78 char stylefilepath[1024];
80 81
81 /* bail out if treasure isn't wanted. */ 82 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 83 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 84 if (!strcmp (treasure_style, "none"))
84 return; 85 return;
86
85 if (treasureoptions <= 0) 87 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 88 treasureoptions = rndm (2 * LAST_OPTION);
87 89
88 /* filter out the mutually exclusive options */ 90 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 92 {
91 if (RANDOM () % 2) 93 if (rndm (2))
92 treasureoptions -= 1; 94 treasureoptions -= 1;
93 else 95 else
94 treasureoptions -= 2; 96 treasureoptions -= 2;
95 } 97 }
96 98
97 /* pick the number of treasures */ 99 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 100 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 102 else if (treasureoptions & RICH)
101 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);
102 else 104 else
103 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);
104 106
105 if (num_treasures <= 0) 107 if (num_treasures <= 0)
106 return; 108 return;
107 109
108 /* get the style map */ 110 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 111 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 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 }
112 120
113 /* all the treasure at one spot in the map. */ 121 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 122 if (treasureoptions & CONCENTRATED)
115 { 123 {
116 124
159 167
160 i = j = -1; 168 i = j = -1;
161 tries = 0; 169 tries = 0;
162 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
163 { 171 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
167 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
168 i = -1; 176 i = -1;
169 tries++; 177 tries++;
170 } 178 }
186 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
187 int ti, i, j; 195 int ti, i, j;
188 196
189 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
190 { 198 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 202 }
195 } 203 }
196} 204}
197 205
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 240
233 if (tlist != NULL) 241 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 243 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
237 245
238 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);
239 } 247 }
240 else 248 else
241 { /* use the style map */ 249 { /* use the style map */
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
257 object *the_trap; 265 object *the_trap;
258 266
259 if (trap_map) 267 if (trap_map)
260 { 268 {
261 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
262 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
264 if (the_trap) 272 if (the_trap)
265 { 273 {
266 object *new_trap; 274 object *new_trap;
267 275
268 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
275 } 283 }
276 284
277 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
278 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
279 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 289 {
283 char keybuf[1024]; 290 char keybuf[1024];
284 291
285 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
286 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
288 } 295 }
289 296
290 /* actually place the chest. */ 297 /* actually place the chest. */
333 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.
334 341
335 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
336 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
337*/ 344*/
338
339int 345int
340keyplace (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)
341{ 347{
342 int i, j; 348 int i, j;
343 int kx, ky; 349 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key; 351 object *the_key;
346 352
347 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
348 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
350 356
351 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
352 { 358 {
353 int tries = 0; 359 int tries = 0;
354 360
355 the_keymaster = NULL; 361 the_keymaster = 0;
356 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
357 { 363 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
360 tries++; 366 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 368 }
369
363 /* 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. */
364 if (the_keymaster == NULL) 371 if (!the_keymaster)
365 { 372 {
366 int freeindex; 373 int freeindex;
367 374
368 freeindex = -1; 375 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 { 377 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
373 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);
374 } 381 }
375 382
383 // can freeindex ever be < 0?
376 if (freeindex != -1) 384 if (freeindex >= 0)
377 { 385 {
378 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
380 } 388 }
381 } 389 }
382 } 390 }
383 else 391 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
388 { 396 {
389 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
390 return 0; 398 return 0;
391 399
392 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
393 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. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 } 403 }
396 else 404 else
397 { 405 {
398 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
400 /* 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. */
401 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);
402 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);
403 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);
404 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
405 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. */
406 { /* diagnoally this time. */ 415 { /* diagonally this time. */
407 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);
408 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);
409 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);
410 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);
411 } 420 }
421
412 return 1; 422 return 1;
413 } 423 }
414 } 424 }
415 425
416 if (the_keymaster == NULL) 426 if (!the_keymaster)
417 { 427 {
418 the_key->x = kx; 428 the_key->x = kx;
419 the_key->y = ky; 429 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1; 431 return 1;
466 return theMonsterToFind; 476 return theMonsterToFind;
467 } 477 }
468 } 478 }
469 479
470 /* 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 */
471 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++)
472 { 482 {
473 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);
474 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 485 return theMonsterToFind;
476 } 486 }
509 free (layout2); 519 free (layout2);
510 520
511 return theMonsterToFind; 521 return theMonsterToFind;
512} 522}
513 523
514
515
516
517/* 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 */
518int *room_free_spots_x; 525int *room_free_spots_x;
519int *room_free_spots_y; 526int *room_free_spots_y;
520int number_of_free_spots_in_room; 527int number_of_free_spots_in_room;
521 528
522/* the workhorse routine, which finds the free spots in a room: 529/* the workhorse routine, which finds the free spots in a room:
523a 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
524that datastructure. */ 531that datastructure. */
525
526void 532void
527find_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)
528{ 534{
529 int i, j; 535 int i, j;
530 536
541 /* check off this point */ 547 /* check off this point */
542 layout[x][y] = 1; 548 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 549 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 550 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 551 number_of_free_spots_in_room++;
552
546 /* 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 */
547 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++)
548 {
549 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);
550 }
551 556
552} 557}
553 558
554/* 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. */
555void 560void
566 /* allocate and copy the layout, converting C to 0. */ 571 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 572 for (i = 0; i < RP->Xsize; i++)
568 { 573 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 575 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 576 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 577 layout2[i][j] = '#';
574 }
575 } 578 }
576 579
577 /* setup num_free_spots and room_free_spots */ 580 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 581 find_spot_in_room_recursive (layout2, x, y, RP);
579 582
580 if (number_of_free_spots_in_room > 0) 583 if (number_of_free_spots_in_room > 0)
581 { 584 {
582 i = RANDOM () % number_of_free_spots_in_room; 585 i = rndm (number_of_free_spots_in_room);
583 *kx = room_free_spots_x[i]; 586 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i]; 587 *ky = room_free_spots_y[i];
585 } 588 }
586 589
587 /* deallocate the temp. layout */ 590 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 591 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 592 free (layout2[i]);
591 } 593
592 free (layout2); 594 free (layout2);
593 free (room_free_spots_x); 595 free (room_free_spots_x);
594 free (room_free_spots_y); 596 free (room_free_spots_y);
595} 597}
596 598
597 599
598/* 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
599 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
600 it'll return 0 if no FREE spots are found.*/ 602 it'll return 0 if no FREE spots are found.*/
601
602void 603void
603find_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)
604{ 605{
605 int x, y; 606 int x, y;
606 int i; 607 int i;
672 *cx = -1; 673 *cx = -1;
673 *cy = -1; 674 *cy = -1;
674 } 675 }
675} 676}
676 677
677
678void 678void
679remove_monsters (int x, int y, maptile *map) 679remove_monsters (int x, int y, maptile *map)
680{ 680{
681 object *tmp; 681 object *tmp;
682 682
683 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)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 685 {
686 if (tmp->head) 686 if (tmp->head)
687 tmp = tmp->head; 687 tmp = tmp->head;
688 tmp->remove (); 688 tmp->remove ();
691 if (tmp == NULL) 691 if (tmp == NULL)
692 break; 692 break;
693 }; 693 };
694} 694}
695 695
696
697/* 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
698 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
699 it'll remove any monsters it finds.*/ 698 it'll remove any monsters it finds.*/
700
701object ** 699object **
702surround_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)
703{ 701{
704 int i; 702 int i;
705 char *doors[2]; 703 const char *doors[2];
706 object **doorlist; 704 object **doorlist;
707 int ndoors_made = 0; 705 int ndoors_made = 0;
708 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 */
709 707
710 /* 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 */
722 /* place doors in all the 8 adjacent unblocked squares. */ 720 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 721 for (i = 1; i < 9; i++)
724 { 722 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 724
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 726 { /* place a door */
727 remove_monsters (x1, y1, map);
728
729 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]);
730 730 map->insert (new_door, x1, y1);
731 new_door->x = x + freearr_x[i];
732 new_door->y = y + freearr_y[i];
733 remove_monsters (new_door->x, new_door->y, map);
734 insert_ob_in_map (new_door, map, NULL, 0);
735 doorlist[ndoors_made] = new_door; 731 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 732 ndoors_made++;
737 } 733 }
738 } 734 }
735
739 return doorlist; 736 return doorlist;
740} 737}
741 738
742 739
743/* 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. */
786 } 783 }
787 } 784 }
788 else 785 else
789 { 786 {
790 layout[x][y] = 1; 787 layout[x][y] = 1;
788
791 /* 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 */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 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);
794 } 794 }
795} 795}
796 796
797/* 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. */
798object ** 798object **
854 new_door->y = door->y; 854 new_door->y = door->y;
855 door->remove (); 855 door->remove ();
856 door->destroy (); 856 door->destroy ();
857 doorlist[i] = new_door; 857 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 858 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 859 sprintf (keybuf, "%d", rndm (1000000000));
860 new_door->slaying = keybuf; 860 new_door->slaying = keybuf;
861 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);
862 } 862 }
863 } 863 }
864 864

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines