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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.35 by root, Mon Apr 14 22:41:17 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
41#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3;
51}
46 52
47/* returns true if square x,y has P_NO_PASS set, which is true for walls 53/* returns true if square x,y has P_NO_PASS set, which is true for walls
48 * and doors but not monsters. 54 * and doors but not monsters.
49 * This function is not map tile aware. 55 * This function is not map tile aware.
50 */ 56 */
52wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
53{ 59{
54 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 61 return 1;
56 62
63 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 65}
60 66
61/* place treasures in the map, given the 67/* place treasures in the map, given the
62map, (required) 68map, (required)
63layout, (required) 69layout, (required)
74 80
75 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 82 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
78 return; 84 return;
85
79 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
81 88
82 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 91 {
85 if (RANDOM () % 2) 92 if (rndm (2))
86 treasureoptions -= 1; 93 treasureoptions -= 1;
87 else 94 else
88 treasureoptions -= 2; 95 treasureoptions -= 2;
89 } 96 }
90 97
91 /* pick the number of treasures */ 98 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
93 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 100 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
94 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
95 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 102 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
96 else 103 else
97 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 104 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
98 105
99 if (num_treasures <= 0) 106 if (num_treasures <= 0)
100 return; 107 return;
101 108
102 /* get the style map */ 109 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
106 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
107 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
109 { 122 {
110
111 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
113 { 125 {
114 case LAYOUT_ONION: 126 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
124 { 136 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 138 {
127 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 140 object *chest;
130 141
131 if (tdiv == 3) 142 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
133 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
134 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
135 if (!chest) 148 if (!chest)
136 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
137 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
138 { 152 {
139 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 155 free (doorlist);
142 } 156 }
143 } 157 }
144 } 158 }
153 167
154 i = j = -1; 168 i = j = -1;
155 tries = 0; 169 tries = 0;
156 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
157 { 171 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
175
161 if (wall_blocked (map, i, j)) 176 if (wall_blocked (map, i, j))
162 i = -1; 177 i = -1;
178
163 tries++; 179 tries++;
164 } 180 }
181
165 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
183
166 if (!chest) 184 if (!chest)
167 return; 185 return;
186
168 i = chest->x; 187 i = chest->x;
169 j = chest->y; 188 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 189 if (treasureoptions & (DOORED | HIDDEN))
171 { 190 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 199 { /* DIFFUSE treasure layout */
181 int ti, i, j; 200 int ti, i, j;
182 201
183 for (ti = 0; ti < num_treasures; ti++) 202 for (ti = 0; ti < num_treasures; ti++)
184 { 203 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 204 i = rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 205 j = rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 207 }
189 } 208 }
190} 209}
191 210
192/* put a chest into the map, near x and y, with the treasure style 211/* put a chest into the map, near x and y, with the treasure style
193 determined (may be null, or may be a treasure list from lib/treasures, 212 determined (may be null, or may be a treasure list from lib/treasures,
194 if the global variable "treasurestyle" is set to that treasure list's name */ 213 if the global variable "treasurestyle" is set to that treasure list's name */
195
196object * 214object *
197place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
198{ 216{
199 object *the_chest; 217 object *the_chest;
200 int i, xl, yl; 218 int i, xl, yl;
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 244
227 if (tlist != NULL) 245 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 246 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 247 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 248 object *new_treasure = style_map->pick_random_object ();
231 249
232 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
233 } 251 }
234 else 252 else
235 { /* use the style map */ 253 { /* use the style map */
236 the_chest->randomitems = tlist; 254 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 255 the_chest->stats.hp = n_treasures;
238 } 256 }
239#endif 257#endif
240 { /* neither style_map no treasure list given */ 258 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 259 treasurelist *tlist = treasurelist::find ("chest");
242 260
243 the_chest->randomitems = tlist; 261 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 262 the_chest->stats.hp = n_treasures;
245 } 263 }
246 264
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap; 269 object *the_trap;
252 270
253 if (trap_map) 271 if (trap_map)
254 { 272 {
255 the_trap = pick_random_object (trap_map); 273 the_trap = trap_map->pick_random_object ();
256 the_trap->stats.Cha = 10 + RP->difficulty; 274 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
258 if (the_trap) 276 if (the_trap)
259 { 277 {
260 object *new_trap; 278 object *new_trap;
261 279
262 new_trap = arch_to_object (the_trap->arch); 280 new_trap = arch_to_object (the_trap->arch);
269 } 287 }
270 288
271 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
272 the lockcode. It's not worth bothering to lock the chest if 290 the lockcode. It's not worth bothering to lock the chest if
273 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 293 {
277 char keybuf[1024]; 294 char keybuf[1024];
278 295
279 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
280 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
282 } 299 }
283 300
284 /* actually place the chest. */ 301 /* actually place the chest. */
346 int tries = 0; 363 int tries = 0;
347 364
348 the_keymaster = 0; 365 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster) 366 while (tries < 15 && !the_keymaster)
350 { 367 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
353 tries++; 370 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
355 } 372 }
356 373
357 /* if we don't find a good keymaster, drop the key on the ground. */ 374 /* if we don't find a good keymaster, drop the key on the ground. */
360 int freeindex; 377 int freeindex;
361 378
362 freeindex = -1; 379 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 { 381 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
367 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
368 } 385 }
369 386
370 // can freeindex ever be < 0? 387 // can freeindex ever be < 0?
371 if (freeindex >= 0) 388 if (freeindex >= 0)
416 the_key->y = ky; 433 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 435 return 1;
419 } 436 }
420 437
421 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 439 return 1;
423} 440}
424 441
425 442
426 443
463 return theMonsterToFind; 480 return theMonsterToFind;
464 } 481 }
465 } 482 }
466 483
467 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
468 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
469 { 486 {
470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
471 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 489 return theMonsterToFind;
473 } 490 }
489 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++) 507 for (i = 0; i < RP->Xsize; i++)
491 { 508 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++) 510 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j)) 511 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#'; 512 layout2[i][j] = '#';
497 }
498 } 513 }
514
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 516
501 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
502 for (i = 0; i < RP->Xsize; i++) 518 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]); 519 free (layout2[i]);
505 } 520
506 free (layout2); 521 free (layout2);
507 522
508 return theMonsterToFind; 523 return theMonsterToFind;
509} 524}
510 525
536 room_free_spots_x[number_of_free_spots_in_room] = x; 551 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 552 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 553 number_of_free_spots_in_room++;
539 554
540 /* now search all the 8 squares around recursively for free spots,in random order */ 555 /* now search all the 8 squares around recursively for free spots,in random order */
541 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 556 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
542 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 557 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
543 558
544} 559}
545 560
546/* find a random non-blocked spot in this room to drop a key. */ 561/* find a random non-blocked spot in this room to drop a key. */
567 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
569 584
570 if (number_of_free_spots_in_room > 0) 585 if (number_of_free_spots_in_room > 0)
571 { 586 {
572 i = RANDOM () % number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
575 } 590 }
576 591
577 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
645 *cy = ly; 660 *cy = ly;
646 return; 661 return;
647 } 662 }
648 } 663 }
649 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
650 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
651 666
652 if (i != -1) 667 if (i != -1)
653 { 668 {
654 *cx = x + freearr_x[i]; 669 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 670 *cy = y + freearr_y[i];
660 *cx = -1; 675 *cx = -1;
661 *cy = -1; 676 *cy = -1;
662 } 677 }
663} 678}
664 679
665
666void 680void
667remove_monsters (int x, int y, maptile *map) 681remove_monsters (int x, int y, maptile *map)
668{ 682{
669 object *tmp; 683 object *tmp;
670 684
671 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 687 {
674 if (tmp->head) 688 if (tmp->head)
675 tmp = tmp->head; 689 tmp = tmp->head;
676 tmp->remove (); 690 tmp->remove ();
679 if (tmp == NULL) 693 if (tmp == NULL)
680 break; 694 break;
681 }; 695 };
682} 696}
683 697
684
685/* surrounds the point x,y by doors, so as to enclose something, like 698/* surrounds the point x,y by doors, so as to enclose something, like
686 a chest. It only goes as far as the 8 squares surrounding, and 699 a chest. It only goes as far as the 8 squares surrounding, and
687 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
688
689object ** 701object **
690surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
691{ 703{
692 int i; 704 int i;
693 char *doors[2]; 705 const char *doors[2];
694 object **doorlist; 706 object **doorlist;
695 int ndoors_made = 0; 707 int ndoors_made = 0;
696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
697 709
698 /* this is a list we pick from, for horizontal and vertical doors */ 710 /* this is a list we pick from, for horizontal and vertical doors */
710 /* place doors in all the 8 adjacent unblocked squares. */ 722 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 723 for (i = 1; i < 9; i++)
712 { 724 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 726
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 728 { /* place a door */
729 remove_monsters (x1, y1, map);
730
717 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
718 732 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 733 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 734 ndoors_made++;
725 } 735 }
726 } 736 }
737
727 return doorlist; 738 return doorlist;
728} 739}
729 740
730 741
731/* returns the first door in this square, or NULL if there isn't a door. */ 742/* returns the first door in this square, or NULL if there isn't a door. */
737 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 750 return tmp;
740 return NULL; 751 return NULL;
741} 752}
742
743 753
744/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
745void 755void
746find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
747{ 757{
762 layout[x][y] = 1; 772 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 773 door = door_in_square (map, x, y);
764 if (door) 774 if (door)
765 { 775 {
766 doorlist[*ndoors] = door; 776 doorlist[*ndoors] = door;
777
767 if (*ndoors > 1022) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
768 { 779 {
769 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
770 return; 781 return;
771 } 782 }
774 } 785 }
775 } 786 }
776 else 787 else
777 { 788 {
778 layout[x][y] = 1; 789 layout[x][y] = 1;
790
779 /* now search all the 8 squares around recursively for free spots,in random order */ 791 /* now search all the 8 squares around recursively for free spots,in random order */
780 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 793 find_doors_in_room_recursive (layout, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 doorlist, ndoors, RP);
782 } 796 }
783} 797}
784 798
785/* find a random non-blocked spot in this room to drop a key. */ 799/* find a random non-blocked spot in this room to drop a key. */
786object ** 800object **
787find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
788{ 802{
789 char **layout2;
790 object **doorlist;
791 int i, j; 803 int i, j;
792 int ndoors = 0; 804 int ndoors = 0;
793 805
794 doorlist = (object **) calloc (sizeof (int), 1024); 806 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 807
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
797 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 811 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 812 for (j = 0; j < RP->Ysize; j++)
802 {
803 if (wall_blocked (map, i, j)) 813 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#'; 814 layout2[i][j] = '#';
805 }
806 }
807 815
808 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
810 818
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 819 return doorlist;
817} 820}
818
819
820 821
821/* locks and/or hides all the doors in doorlist, or does nothing if 822/* locks and/or hides all the doors in doorlist, or does nothing if
822 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
823
824void 824void
825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
826{ 826{
827 object *door; 827 object *door;
828 int i; 828 int i;
842 new_door->y = door->y; 842 new_door->y = door->y;
843 door->remove (); 843 door->remove ();
844 door->destroy (); 844 door->destroy ();
845 doorlist[i] = new_door; 845 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 846 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 847 sprintf (keybuf, "%d", rndm (1000000000));
848 new_door->slaying = keybuf; 848 new_door->slaying = keybuf;
849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
850 } 850 }
851 } 851 }
852 852

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