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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.17 by root, Mon Jan 15 15:54:19 2007 UTC vs.
Revision 1.31 by root, Sun Aug 26 15:31:04 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version. 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, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22
23 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#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 */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 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}
49 52
50/* 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
51 * and doors but not monsters. 54 * and doors but not monsters.
52 * This function is not map tile aware. 55 * This function is not map tile aware.
53 */ 56 */
54
55int 57int
56wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
57{ 59{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 61 return 1;
62
63 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 65}
65 66
66/* place treasures in the map, given the 67/* place treasures in the map, given the
67map, (required) 68map, (required)
68layout, (required) 69layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
71*/ 72*/
72
73void 73void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 75{
76 char styledirname[1024]; 76 char styledirname[1024];
77 char stylefilepath[1024]; 77 char stylefilepath[1024];
80 80
81 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 82 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
84 return; 84 return;
85
85 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
87 88
88 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 91 {
91 if (RANDOM () % 2) 92 if (rndm (2))
92 treasureoptions -= 1; 93 treasureoptions -= 1;
93 else 94 else
94 treasureoptions -= 2; 95 treasureoptions -= 2;
95 } 96 }
96 97
97 /* pick the number of treasures */ 98 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
101 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);
102 else 103 else
103 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);
104 105
105 if (num_treasures <= 0) 106 if (num_treasures <= 0)
106 return; 107 return;
107 108
108 /* get the style map */ 109 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 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 }
112 119
113 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
115 { 122 {
116 123
159 166
160 i = j = -1; 167 i = j = -1;
161 tries = 0; 168 tries = 0;
162 while (i == -1 && tries < 100) 169 while (i == -1 && tries < 100)
163 { 170 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 171 i = rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 172 j = rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 173 find_enclosed_spot (map, &i, &j, RP);
167 if (wall_blocked (map, i, j)) 174 if (wall_blocked (map, i, j))
168 i = -1; 175 i = -1;
169 tries++; 176 tries++;
170 } 177 }
186 { /* DIFFUSE treasure layout */ 193 { /* DIFFUSE treasure layout */
187 int ti, i, j; 194 int ti, i, j;
188 195
189 for (ti = 0; ti < num_treasures; ti++) 196 for (ti = 0; ti < num_treasures; ti++)
190 { 197 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 198 i = rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 199 j = rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 201 }
195 } 202 }
196} 203}
197 204
231 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232 239
233 if (tlist != NULL) 240 if (tlist != NULL)
234 for (ti = 0; ti < n_treasures; ti++) 241 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */ 242 { /* use the treasure list */
236 object *new_treasure = pick_random_object (style_map); 243 object *new_treasure = style_map->pick_random_object ();
237 244
238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
239 } 246 }
240 else 247 else
241 { /* use the style map */ 248 { /* use the style map */
242 the_chest->randomitems = tlist; 249 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
244 } 251 }
245#endif 252#endif
246 { /* neither style_map no treasure list given */ 253 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest"); 254 treasurelist *tlist = treasurelist::find ("chest");
248 255
249 the_chest->randomitems = tlist; 256 the_chest->randomitems = tlist;
250 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
251 } 258 }
252 259
256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
257 object *the_trap; 264 object *the_trap;
258 265
259 if (trap_map) 266 if (trap_map)
260 { 267 {
261 the_trap = pick_random_object (trap_map); 268 the_trap = trap_map->pick_random_object ();
262 the_trap->stats.Cha = 10 + RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
264 if (the_trap) 271 if (the_trap)
265 { 272 {
266 object *new_trap; 273 object *new_trap;
267 274
268 new_trap = arch_to_object (the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
275 } 282 }
276 283
277 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
278 the lockcode. It's not worth bothering to lock the chest if 285 the lockcode. It's not worth bothering to lock the chest if
279 there's only 1 treasure.... */ 286 there's only 1 treasure.... */
280
281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 { 288 {
283 char keybuf[1024]; 289 char keybuf[1024];
284 290
285 sprintf (keybuf, "%d", (int) RANDOM ()); 291 sprintf (keybuf, "%d", rndm (1000000000));
286 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
288 } 294 }
289 295
290 /* actually place the chest. */ 296 /* actually place the chest. */
333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
334 340
335 The idea is that you call keyplace on x,y where a door is, and it'll make 341 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. 342 sure a key is placed on both sides of the door.
337*/ 343*/
338
339int 344int
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{ 346{
342 int i, j; 347 int i, j;
343 int kx, ky; 348 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */ 349 object *the_keymaster; /* the monster that gets the key. */
345 object *the_key; 350 object *the_key;
346 351
347 /* get a key and set its keycode */ 352 /* get a key and set its keycode */
348 the_key = get_archetype ("key2"); 353 the_key = get_archetype ("key2");
350 355
351 if (door_flag == PASS_DOORS) 356 if (door_flag == PASS_DOORS)
352 { 357 {
353 int tries = 0; 358 int tries = 0;
354 359
355 the_keymaster = NULL; 360 the_keymaster = 0;
356 while (tries < 15 && the_keymaster == NULL) 361 while (tries < 15 && !the_keymaster)
357 { 362 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 363 i = rndm (RP->Xsize - 2) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 364 j = rndm (RP->Ysize - 2) + 1;
360 tries++; 365 tries++;
361 the_keymaster = find_closest_monster (map, i, j, RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
362 } 367 }
368
363 /* if we don't find a good keymaster, drop the key on the ground. */ 369 /* if we don't find a good keymaster, drop the key on the ground. */
364 if (the_keymaster == NULL) 370 if (!the_keymaster)
365 { 371 {
366 int freeindex; 372 int freeindex;
367 373
368 freeindex = -1; 374 freeindex = -1;
369 for (tries = 0; tries < 15 && freeindex == -1; tries++) 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 { 376 {
371 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 377 kx = rndm (RP->Xsize - 2) + 1;
372 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 378 ky = rndm (RP->Ysize - 2) + 1;
373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
374 } 380 }
375 381
382 // can freeindex ever be < 0?
376 if (freeindex != -1) 383 if (freeindex >= 0)
377 { 384 {
378 kx += freearr_x[freeindex]; 385 kx += freearr_x [freeindex];
379 ky += freearr_y[freeindex]; 386 ky += freearr_y [freeindex];
380 } 387 }
381 } 388 }
382 } 389 }
383 else 390 else
384 { /* NO_PASS_DOORS --we have to work harder. */ 391 { /* NO_PASS_DOORS --we have to work harder. */
388 { 395 {
389 if (wall_blocked (map, x, y)) 396 if (wall_blocked (map, x, y))
390 return 0; 397 return 0;
391 398
392 the_keymaster = find_monster_in_room (map, x, y, RP); 399 the_keymaster = find_monster_in_room (map, x, y, RP);
393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
394 find_spot_in_room (map, x, y, &kx, &ky, RP); 401 find_spot_in_room (map, x, y, &kx, &ky, RP);
395 } 402 }
396 else 403 else
397 { 404 {
398 int sum = 0; /* count how many keys we actually place */ 405 int sum = 0; /* count how many keys we actually place */
400 /* I'm lazy, so just try to place in all 4 directions. */ 407 /* 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); 408 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); 409 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); 410 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); 411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
405 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
406 { /* diagnoally this time. */ 414 { /* diagonally this time. */
407 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 415 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); 416 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); 417 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); 418 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
411 } 419 }
420
412 return 1; 421 return 1;
413 } 422 }
414 } 423 }
415 424
416 if (the_keymaster == NULL) 425 if (!the_keymaster)
417 { 426 {
418 the_key->x = kx; 427 the_key->x = kx;
419 the_key->y = ky; 428 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0); 429 insert_ob_in_map (the_key, map, NULL, 0);
421 return 1; 430 return 1;
422 } 431 }
423 432
424 insert_ob_in_ob (the_key, the_keymaster); 433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
425 return 1; 434 return 1;
426} 435}
427 436
428 437
429 438
466 return theMonsterToFind; 475 return theMonsterToFind;
467 } 476 }
468 } 477 }
469 478
470 /* now search all the 8 squares around recursively for a monster,in random order */ 479 /* 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++) 480 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
472 { 481 {
473 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 482 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) 483 if (theMonsterToFind != NULL)
475 return theMonsterToFind; 484 return theMonsterToFind;
476 } 485 }
509 free (layout2); 518 free (layout2);
510 519
511 return theMonsterToFind; 520 return theMonsterToFind;
512} 521}
513 522
514
515
516
517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
518int *room_free_spots_x; 524int *room_free_spots_x;
519int *room_free_spots_y; 525int *room_free_spots_y;
520int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
521 527
522/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
523a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
524that datastructure. */ 530that datastructure. */
525
526void 531void
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 533{
529 int i, j; 534 int i, j;
530 535
541 /* check off this point */ 546 /* check off this point */
542 layout[x][y] = 1; 547 layout[x][y] = 1;
543 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
546 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* 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++) 553 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); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 }
551 555
552} 556}
553 557
554/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
555void 559void
566 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
567 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
568 { 572 {
569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
570 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
571 {
572 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
574 }
575 } 577 }
576 578
577 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
578 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
579 581
580 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
581 { 583 {
582 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
583 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
584 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
585 } 587 }
586 588
587 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
588 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
589 {
590 free (layout2[i]); 591 free (layout2[i]);
591 } 592
592 free (layout2); 593 free (layout2);
593 free (room_free_spots_x); 594 free (room_free_spots_x);
594 free (room_free_spots_y); 595 free (room_free_spots_y);
595} 596}
596 597
597 598
598/* searches the map for a spot with walls around it. The more 599/* 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 600 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.*/ 601 it'll return 0 if no FREE spots are found.*/
601
602void 602void
603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{ 604{
605 int x, y; 605 int x, y;
606 int i; 606 int i;
657 *cy = ly; 657 *cy = ly;
658 return; 658 return;
659 } 659 }
660 } 660 }
661 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
663 663
664 if (i != -1) 664 if (i != -1)
665 { 665 {
666 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
667 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
672 *cx = -1; 672 *cx = -1;
673 *cy = -1; 673 *cy = -1;
674 } 674 }
675} 675}
676 676
677
678void 677void
679remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
680{ 679{
681 object *tmp; 680 object *tmp;
682 681
683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
684 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 { 684 {
686 if (tmp->head) 685 if (tmp->head)
687 tmp = tmp->head; 686 tmp = tmp->head;
688 tmp->remove (); 687 tmp->remove ();
691 if (tmp == NULL) 690 if (tmp == NULL)
692 break; 691 break;
693 }; 692 };
694} 693}
695 694
696
697/* surrounds the point x,y by doors, so as to enclose something, like 695/* 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 696 a chest. It only goes as far as the 8 squares surrounding, and
699 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
700
701object ** 698object **
702surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{ 700{
704 int i; 701 int i;
705 char *doors[2]; 702 const char *doors[2];
706 object **doorlist; 703 object **doorlist;
707 int ndoors_made = 0; 704 int ndoors_made = 0;
708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
709 706
710 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
722 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
723 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
724 { 721 {
725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
726 723
727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
728 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
730 729 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; 730 doorlist[ndoors_made] = new_door;
736 ndoors_made++; 731 ndoors_made++;
737 } 732 }
738 } 733 }
734
739 return doorlist; 735 return doorlist;
740} 736}
741 737
742 738
743/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
786 } 782 }
787 } 783 }
788 else 784 else
789 { 785 {
790 layout[x][y] = 1; 786 layout[x][y] = 1;
787
791 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* 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++) 789 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); 790 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
794 } 793 }
795} 794}
796 795
797/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
798object ** 797object **
854 new_door->y = door->y; 853 new_door->y = door->y;
855 door->remove (); 854 door->remove ();
856 door->destroy (); 855 door->destroy ();
857 doorlist[i] = new_door; 856 doorlist[i] = new_door;
858 insert_ob_in_map (new_door, map, NULL, 0); 857 insert_ob_in_map (new_door, map, NULL, 0);
859 sprintf (keybuf, "%d", (int) RANDOM ()); 858 sprintf (keybuf, "%d", rndm (1000000000));
860 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
862 } 861 }
863 } 862 }
864 863

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