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 1.22 by root, Fri Jan 19 21:49:58 2007 UTC vs.
Revision 1.34 by root, Sun Apr 13 22:54:08 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)
76 if (treasure_style) 82 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
78 return; 84 return;
79 85
80 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
81 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
82 88
83 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
85 { 91 {
86 if (rndm (2)) 92 if (rndm (2))
89 treasureoptions -= 2; 95 treasureoptions -= 2;
90 } 96 }
91 97
92 /* pick the number of treasures */ 98 /* pick the number of treasures */
93 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
94 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);
95 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
96 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);
97 else 103 else
98 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);
99 105
100 if (num_treasures <= 0) 106 if (num_treasures <= 0)
101 return; 107 return;
102 108
103 /* get the style map */ 109 /* get the style map */
104 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
106 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
107 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
108 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
109 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
110 { 122 {
111
112 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
113 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
114 { 125 {
115 case LAYOUT_ONION: 126 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
124 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
125 { 136 {
126 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 { 138 {
128 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest; 140 object *chest;
131 141
132 if (tdiv == 3) 142 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
134 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
135 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
136 if (!chest) 148 if (!chest)
137 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
138 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
139 { 152 {
140 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist); 155 free (doorlist);
143 } 156 }
144 } 157 }
145 } 158 }
154 167
155 i = j = -1; 168 i = j = -1;
156 tries = 0; 169 tries = 0;
157 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
158 { 171 {
159 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
175
162 if (wall_blocked (map, i, j)) 176 if (wall_blocked (map, i, j))
163 i = -1; 177 i = -1;
178
164 tries++; 179 tries++;
165 } 180 }
181
166 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
167 if (!chest) 184 if (!chest)
168 return; 185 return;
186
169 i = chest->x; 187 i = chest->x;
170 j = chest->y; 188 j = chest->y;
171 if (treasureoptions & (DOORED | HIDDEN)) 189 if (treasureoptions & (DOORED | HIDDEN))
172 { 190 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
181 { /* DIFFUSE treasure layout */ 199 { /* DIFFUSE treasure layout */
182 int ti, i, j; 200 int ti, i, j;
183 201
184 for (ti = 0; ti < num_treasures; ti++) 202 for (ti = 0; ti < num_treasures; ti++)
185 { 203 {
186 i = RANDOM () % (RP->Xsize - 2) + 1; 204 i = rndm (RP->Xsize - 2) + 1;
187 j = RANDOM () % (RP->Ysize - 2) + 1; 205 j = rndm (RP->Ysize - 2) + 1;
188 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
189 } 207 }
190 } 208 }
191} 209}
192 210
193/* 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
194 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,
195 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 */
196
197object * 214object *
198place_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)
199{ 216{
200 object *the_chest; 217 object *the_chest;
201 int i, xl, yl; 218 int i, xl, yl;
226 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227 244
228 if (tlist != NULL) 245 if (tlist != NULL)
229 for (ti = 0; ti < n_treasures; ti++) 246 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */ 247 { /* use the treasure list */
231 object *new_treasure = pick_random_object (style_map); 248 object *new_treasure = style_map->pick_random_object ();
232 249
233 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);
234 } 251 }
235 else 252 else
236 { /* use the style map */ 253 { /* use the style map */
237 the_chest->randomitems = tlist; 254 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures; 255 the_chest->stats.hp = n_treasures;
239 } 256 }
240#endif 257#endif
241 { /* neither style_map no treasure list given */ 258 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest"); 259 treasurelist *tlist = treasurelist::find ("chest");
243 260
244 the_chest->randomitems = tlist; 261 the_chest->randomitems = tlist;
245 the_chest->stats.hp = n_treasures; 262 the_chest->stats.hp = n_treasures;
246 } 263 }
247 264
251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
252 object *the_trap; 269 object *the_trap;
253 270
254 if (trap_map) 271 if (trap_map)
255 { 272 {
256 the_trap = pick_random_object (trap_map); 273 the_trap = trap_map->pick_random_object ();
257 the_trap->stats.Cha = 10 + RP->difficulty; 274 the_trap->stats.Cha = 10 + RP->difficulty;
258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
259 if (the_trap) 276 if (the_trap)
260 { 277 {
261 object *new_trap; 278 object *new_trap;
262 279
263 new_trap = arch_to_object (the_trap->arch); 280 new_trap = arch_to_object (the_trap->arch);
270 } 287 }
271 288
272 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
273 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
274 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
275
276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 { 293 {
278 char keybuf[1024]; 294 char keybuf[1024];
279 295
280 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
281 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
283 } 299 }
284 300
285 /* actually place the chest. */ 301 /* actually place the chest. */
347 int tries = 0; 363 int tries = 0;
348 364
349 the_keymaster = 0; 365 the_keymaster = 0;
350 while (tries < 15 && !the_keymaster) 366 while (tries < 15 && !the_keymaster)
351 { 367 {
352 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
353 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
354 tries++; 370 tries++;
355 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
356 } 372 }
357 373
358 /* 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. */
361 int freeindex; 377 int freeindex;
362 378
363 freeindex = -1; 379 freeindex = -1;
364 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
365 { 381 {
366 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
367 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
368 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);
369 } 385 }
370 386
371 // can freeindex ever be < 0? 387 // can freeindex ever be < 0?
372 if (freeindex >= 0) 388 if (freeindex >= 0)
417 the_key->y = ky; 433 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
419 return 1; 435 return 1;
420 } 436 }
421 437
422 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
423 return 1; 439 return 1;
424} 440}
425 441
426 442
427 443
490 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
491 for (i = 0; i < RP->Xsize; i++) 507 for (i = 0; i < RP->Xsize; i++)
492 { 508 {
493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
494 for (j = 0; j < RP->Ysize; j++) 510 for (j = 0; j < RP->Ysize; j++)
495 {
496 if (wall_blocked (map, i, j)) 511 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#'; 512 layout2[i][j] = '#';
498 }
499 } 513 }
514
500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
501 516
502 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
503 for (i = 0; i < RP->Xsize; i++) 518 for (i = 0; i < RP->Xsize; i++)
504 {
505 free (layout2[i]); 519 free (layout2[i]);
506 } 520
507 free (layout2); 521 free (layout2);
508 522
509 return theMonsterToFind; 523 return theMonsterToFind;
510} 524}
511 525
568 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
569 find_spot_in_room_recursive (layout2, x, y, RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
570 584
571 if (number_of_free_spots_in_room > 0) 585 if (number_of_free_spots_in_room > 0)
572 { 586 {
573 i = RANDOM () % number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
574 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
575 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
576 } 590 }
577 591
578 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
646 *cy = ly; 660 *cy = ly;
647 return; 661 return;
648 } 662 }
649 } 663 }
650 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
651 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);
652 666
653 if (i != -1) 667 if (i != -1)
654 { 668 {
655 *cx = x + freearr_x[i]; 669 *cx = x + freearr_x[i];
656 *cy = y + freearr_y[i]; 670 *cy = y + freearr_y[i];
686 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
687object ** 701object **
688surround_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)
689{ 703{
690 int i; 704 int i;
691 char *doors[2]; 705 const char *doors[2];
692 object **doorlist; 706 object **doorlist;
693 int ndoors_made = 0; 707 int ndoors_made = 0;
694 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 */
695 709
696 /* 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 */
734 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)
735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp; 750 return tmp;
737 return NULL; 751 return NULL;
738} 752}
739
740 753
741/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
742void 755void
743find_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)
744{ 757{
759 layout[x][y] = 1; 772 layout[x][y] = 1;
760 door = door_in_square (map, x, y); 773 door = door_in_square (map, x, y);
761 if (door) 774 if (door)
762 { 775 {
763 doorlist[*ndoors] = door; 776 doorlist[*ndoors] = door;
777
764 if (*ndoors > 1022) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
765 { 779 {
766 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");
767 return; 781 return;
768 } 782 }
771 } 785 }
772 } 786 }
773 else 787 else
774 { 788 {
775 layout[x][y] = 1; 789 layout[x][y] = 1;
790
776 /* 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 */
777 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
778 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);
779 } 796 }
780} 797}
781 798
782/* 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. */
783object ** 800object **
784find_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)
785{ 802{
786 char **layout2;
787 object **doorlist;
788 int i, j; 803 int i, j;
789 int ndoors = 0; 804 int ndoors = 0;
790 805
791 doorlist = (object **) calloc (sizeof (int), 1024); 806 object **doorlist = (object **) calloc (sizeof (int), 1024);
792 807
793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
794 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 811 for (i = 0; i < RP->Xsize; i++)
796 {
797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
798 for (j = 0; j < RP->Ysize; j++) 812 for (j = 0; j < RP->Ysize; j++)
799 {
800 if (wall_blocked (map, i, j)) 813 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#'; 814 layout2[i][j] = '#';
802 }
803 }
804 815
805 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
806 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);
807 818
808 /* deallocate the temp. layout */
809 for (i = 0; i < RP->Xsize; i++)
810 free (layout2[i]);
811
812 free (layout2);
813 return doorlist; 819 return doorlist;
814} 820}
815
816
817 821
818/* 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
819 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
820
821void 824void
822lock_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)
823{ 826{
824 object *door; 827 object *door;
825 int i; 828 int i;
839 new_door->y = door->y; 842 new_door->y = door->y;
840 door->remove (); 843 door->remove ();
841 door->destroy (); 844 door->destroy ();
842 doorlist[i] = new_door; 845 doorlist[i] = new_door;
843 insert_ob_in_map (new_door, map, NULL, 0); 846 insert_ob_in_map (new_door, map, NULL, 0);
844 sprintf (keybuf, "%d", (int) RANDOM ()); 847 sprintf (keybuf, "%d", rndm (1000000000));
845 new_door->slaying = keybuf; 848 new_door->slaying = keybuf;
846 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);
847 } 850 }
848 } 851 }
849 852

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines