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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.23 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.38 by root, Sun May 4 14:12:38 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 (rmg_rndm (x) + rmg_rndm (x) + rmg_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 = rmg_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 (rmg_rndm (2))
87 treasureoptions -= 1; 93 treasureoptions -= 1;
88 else 94 else
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 */
112 } 118 }
113 119
114 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
115 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
116 { 122 {
117
118 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
119 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
120 { 125 {
121 case LAYOUT_ONION: 126 case LAYOUT_ONION:
122 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
130 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
131 { 136 {
132 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
133 { 138 {
134 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
135 object **doorlist;
136 object *chest; 140 object *chest;
137 141
138 if (tdiv == 3) 142 if (tdiv == 3)
139 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
140 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
141 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
142 if (!chest) 148 if (!chest)
143 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
144 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
145 { 152 {
146 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
147 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
148 free (doorlist); 155 free (doorlist);
149 } 156 }
150 } 157 }
151 } 158 }
152 } 159 }
153 break; 160 break;
154 } 161 }
162
155 default: 163 default:
156 { 164 {
157 int i, j, tries; 165 int i, j, tries;
158 object *chest; 166 object *chest;
159 object **doorlist; 167 object **doorlist;
160 168
161 i = j = -1; 169 i = j = -1;
162 tries = 0; 170 tries = 0;
163 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
164 { 172 {
165 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rmg_rndm (RP->Xsize - 2) + 1;
166 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rmg_rndm (RP->Ysize - 2) + 1;
167 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
168 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
169 i = -1; 178 i = -1;
179
170 tries++; 180 tries++;
171 } 181 }
182
172 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
173 if (!chest) 185 if (!chest)
174 return; 186 return;
187
175 i = chest->x; 188 i = chest->x;
176 j = chest->y; 189 j = chest->y;
177 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
178 { 191 {
179 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
187 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
188 int ti, i, j; 201 int ti, i, j;
189 202
190 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
191 { 204 {
192 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rmg_rndm (RP->Xsize - 2) + 1;
193 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rmg_rndm (RP->Ysize - 2) + 1;
194 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
195 } 208 }
196 } 209 }
197} 210}
198 211
199/* put a chest into the map, near x and y, with the treasure style 212/* put a chest into the map, near x and y, with the treasure style
200 determined (may be null, or may be a treasure list from lib/treasures, 213 determined (may be null, or may be a treasure list from lib/treasures,
201 if the global variable "treasurestyle" is set to that treasure list's name */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
202
203object * 215object *
204place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
205{ 217{
206 object *the_chest;
207 int i, xl, yl;
208
209 the_chest = get_archetype ("chest"); /* was "chest_2" */ 218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
210 219
211 /* first, find a place to put the chest. */ 220 /* first, find a place to put the chest. */
212 i = find_first_free_spot (the_chest, map, x, y); 221 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
213 if (i == -1) 222 if (i == -1)
214 { 223 {
215 the_chest->destroy (); 224 the_chest->destroy ();
216 return NULL; 225 return NULL;
217 } 226 }
218 227
219 xl = x + freearr_x[i]; 228 int xl = x + freearr_x[i];
220 yl = y + freearr_y[i]; 229 int yl = y + freearr_y[i];
221 230
222 /* if the placement is blocked, return a fail. */ 231 /* if the placement is blocked, return a fail. */
223 if (wall_blocked (map, xl, yl)) 232 if (wall_blocked (map, xl, yl))
224 return 0; 233 return 0;
225 234
232 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 241 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
233 242
234 if (tlist != NULL) 243 if (tlist != NULL)
235 for (ti = 0; ti < n_treasures; ti++) 244 for (ti = 0; ti < n_treasures; ti++)
236 { /* use the treasure list */ 245 { /* use the treasure list */
237 object *new_treasure = pick_random_object (style_map); 246 object *new_treasure = style_map->pick_random_object (rmg_rndm);
238 247
239 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 248 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
240 } 249 }
241 else 250 else
242 { /* use the style map */ 251 { /* use the style map */
243 the_chest->randomitems = tlist; 252 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 253 the_chest->stats.hp = n_treasures;
245 } 254 }
246#endif 255#endif
247 { /* neither style_map no treasure list given */ 256 { /* neither style_map no treasure list given */
248 treasurelist *tlist = find_treasurelist ("chest"); 257 treasurelist *tlist = treasurelist::find ("chest");
249 258
250 the_chest->randomitems = tlist; 259 the_chest->randomitems = tlist;
251 the_chest->stats.hp = n_treasures; 260 the_chest->stats.hp = n_treasures;
252 } 261 }
253 262
254 /* stick a trap in the chest if required */ 263 /* stick a trap in the chest if required */
255 if (treasureoptions & TRAPPED) 264 if (treasureoptions & TRAPPED)
256 { 265 {
257 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
258 object *the_trap;
259 267
260 if (trap_map) 268 if (trap_map)
261 { 269 {
262 the_trap = pick_random_object (trap_map); 270 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271
263 the_trap->stats.Cha = 10 + RP->difficulty; 272 the_trap->stats.Cha = 10 + RP->difficulty;
264 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 273 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
274
265 if (the_trap) 275 if (the_trap)
266 { 276 {
267 object *new_trap; 277 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
268 278
269 new_trap = arch_to_object (the_trap->arch);
270 new_trap->copy_to (the_trap);
271 new_trap->x = x; 279 new_trap->x = x;
272 new_trap->y = y; 280 new_trap->y = y;
273 insert_ob_in_ob (new_trap, the_chest); 281 insert_ob_in_ob (new_trap, the_chest);
274 } 282 }
275 } 283 }
276 } 284 }
277 285
278 /* set the chest lock code, and call the keyplacer routine with 286 /* set the chest lock code, and call the keyplacer routine with
279 the lockcode. It's not worth bothering to lock the chest if 287 the lockcode. It's not worth bothering to lock the chest if
280 there's only 1 treasure.... */ 288 there's only 1 treasure.... */
281
282 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
283 { 290 {
284 char keybuf[1024]; 291 char keybuf[1024];
285 292
286 sprintf (keybuf, "%d", (int) RANDOM ()); 293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
287 the_chest->slaying = keybuf; 294 the_chest->slaying = keybuf;
288 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
289 } 296 }
290 297
291 /* actually place the chest. */ 298 /* actually place the chest. */
340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 347keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{ 348{
342 int i, j; 349 int i, j;
343 int kx = 0, ky = 0; 350 int kx = 0, ky = 0;
344 object *the_keymaster; /* the monster that gets the key. */ 351 object *the_keymaster; /* the monster that gets the key. */
345 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 object *the_key = archetype::get (shstr_key2);
349 the_key->slaying = keycode; 355 the_key->slaying = keycode;
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 = 0; 361 the_keymaster = 0;
356 while (tries < 15 && !the_keymaster) 362 while (tries < 15 && !the_keymaster)
357 { 363 {
358 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rmg_rndm (RP->Xsize - 2) + 1;
359 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rmg_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 }
363 369
364 /* 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. */
367 int freeindex; 373 int freeindex;
368 374
369 freeindex = -1; 375 freeindex = -1;
370 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
371 { 377 {
372 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rmg_rndm (RP->Xsize - 2) + 1;
373 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rmg_rndm (RP->Ysize - 2) + 1;
374 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);
375 } 381 }
376 382
377 // can freeindex ever be < 0? 383 // can freeindex ever be < 0?
378 if (freeindex >= 0) 384 if (freeindex >= 0)
423 the_key->y = ky; 429 the_key->y = ky;
424 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
425 return 1; 431 return 1;
426 } 432 }
427 433
428 insert_ob_in_ob (the_key, the_keymaster); 434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
429 return 1; 435 return 1;
430} 436}
431 437
432 438
433 439
470 return theMonsterToFind; 476 return theMonsterToFind;
471 } 477 }
472 } 478 }
473 479
474 /* 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 */
475 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
476 { 482 {
477 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);
478 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
479 return theMonsterToFind; 485 return theMonsterToFind;
480 } 486 }
487
481 return theMonsterToFind; 488 return theMonsterToFind;
482} 489}
483
484 490
485/* sets up some data structures: the _recursive form does the 491/* sets up some data structures: the _recursive form does the
486 real work. */ 492 real work. */
487
488object * 493object *
489find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
490{ 495{
491 char **layout2; 496 Layout layout2 (RP);
492 int i, j; 497
498 layout2->clear ();
499
500 /* allocate and copy the layout, converting C to 0. */
501 for (int i = 0; i < layout2->w; i++)
502 for (int j = 0; j < layout2->h; j++)
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
493 505
494 theMonsterToFind = 0; 506 theMonsterToFind = 0;
495 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
496 /* allocate and copy the layout, converting C to 0. */
497 for (i = 0; i < RP->Xsize; i++)
498 {
499 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
500 for (j = 0; j < RP->Ysize; j++)
501 {
502 if (wall_blocked (map, i, j))
503 layout2[i][j] = '#';
504 }
505 }
506 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
507 508
508 /* deallocate the temp. layout */ 509 layout2.free ();
509 for (i = 0; i < RP->Xsize; i++)
510 {
511 free (layout2[i]);
512 }
513 free (layout2);
514 510
515 return theMonsterToFind; 511 return theMonsterToFind;
516} 512}
517 513
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
543 room_free_spots_x[number_of_free_spots_in_room] = x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
546 542
547 /* now search all the 8 squares around recursively for free spots,in random order */ 543 /* now search all the 8 squares around recursively for free spots,in random order */
548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 544 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 546
551} 547}
552 548
553/* find a random non-blocked spot in this room to drop a key. */ 549/* find a random non-blocked spot in this room to drop a key. */
574 /* setup num_free_spots and room_free_spots */ 570 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 571 find_spot_in_room_recursive (layout2, x, y, RP);
576 572
577 if (number_of_free_spots_in_room > 0) 573 if (number_of_free_spots_in_room > 0)
578 { 574 {
579 i = RANDOM () % number_of_free_spots_in_room; 575 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 576 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 577 *ky = room_free_spots_y[i];
582 } 578 }
583 579
584 /* deallocate the temp. layout */ 580 /* deallocate the temp. layout */
652 *cy = ly; 648 *cy = ly;
653 return; 649 return;
654 } 650 }
655 } 651 }
656 /* give up and return the closest free spot. */ 652 /* give up and return the closest free spot. */
657 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 653 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 654
659 if (i != -1) 655 if (i != -1)
660 { 656 {
661 *cx = x + freearr_x[i]; 657 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 658 *cy = y + freearr_y[i];
692 it'll remove any monsters it finds.*/ 688 it'll remove any monsters it finds.*/
693object ** 689object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 690surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 691{
696 int i; 692 int i;
697 char *doors[2]; 693 const char *doors[2];
698 object **doorlist; 694 object **doorlist;
699 int ndoors_made = 0; 695 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 697
702 /* this is a list we pick from, for horizontal and vertical doors */ 698 /* this is a list we pick from, for horizontal and vertical doors */
740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 738 return tmp;
743 return NULL; 739 return NULL;
744} 740}
745
746 741
747/* the workhorse routine, which finds the doors in a room */ 742/* the workhorse routine, which finds the doors in a room */
748void 743void
749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
750{ 745{
765 layout[x][y] = 1; 760 layout[x][y] = 1;
766 door = door_in_square (map, x, y); 761 door = door_in_square (map, x, y);
767 if (door) 762 if (door)
768 { 763 {
769 doorlist[*ndoors] = door; 764 doorlist[*ndoors] = door;
765
770 if (*ndoors > 1022) /* eek! out of memory */ 766 if (*ndoors > 1022) /* eek! out of memory */
771 { 767 {
772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 768 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
773 return; 769 return;
774 } 770 }
777 } 773 }
778 } 774 }
779 else 775 else
780 { 776 {
781 layout[x][y] = 1; 777 layout[x][y] = 1;
778
782 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
783 doorlist, ndoors, RP);
785 } 784 }
786} 785}
787 786
788/* find a random non-blocked spot in this room to drop a key. */ 787/* find a random non-blocked spot in this room to drop a key. */
789object ** 788object **
790find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
791{ 790{
792 char **layout2;
793 object **doorlist;
794 int i, j; 791 int i, j;
795 int ndoors = 0; 792 int ndoors = 0;
796 793
797 doorlist = (object **) calloc (sizeof (int), 1024); 794 object **doorlist = (object **)calloc (sizeof (int), 1024);
798 795
799 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 796 LayoutData layout2 (RP->Xsize, RP->Ysize);
797 layout2.clear ();
798
800 /* allocate and copy the layout, converting C to 0. */ 799 /* allocate and copy the layout, converting C to 0. */
801 for (i = 0; i < RP->Xsize; i++) 800 for (i = 0; i < RP->Xsize; i++)
802 {
803 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
804 for (j = 0; j < RP->Ysize; j++) 801 for (j = 0; j < RP->Ysize; j++)
805 { 802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
806 if (wall_blocked (map, i, j))
807 layout2[i][j] = '#';
808 }
809 }
810 803
811 /* setup num_free_spots and room_free_spots */ 804 /* setup num_free_spots and room_free_spots */
812 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
813 806
814 /* deallocate the temp. layout */
815 for (i = 0; i < RP->Xsize; i++)
816 free (layout2[i]);
817
818 free (layout2);
819 return doorlist; 807 return doorlist;
820} 808}
821
822
823 809
824/* locks and/or hides all the doors in doorlist, or does nothing if 810/* locks and/or hides all the doors in doorlist, or does nothing if
825 opts doesn't say to lock/hide doors. */ 811 opts doesn't say to lock/hide doors. */
826
827void 812void
828lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
829{ 814{
830 object *door; 815 object *door;
831 int i; 816 int i;
845 new_door->y = door->y; 830 new_door->y = door->y;
846 door->remove (); 831 door->remove ();
847 door->destroy (); 832 door->destroy ();
848 doorlist[i] = new_door; 833 doorlist[i] = new_door;
849 insert_ob_in_map (new_door, map, NULL, 0); 834 insert_ob_in_map (new_door, map, NULL, 0);
850 sprintf (keybuf, "%d", (int) RANDOM ()); 835 sprintf (keybuf, "%d", rmg_rndm (1000000000));
851 new_door->slaying = keybuf; 836 new_door->slaying = keybuf;
852 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 837 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
853 } 838 }
854 } 839 }
855 840
866 { 851 {
867 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 852 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
868 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 853 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
869 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
870 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856
871 door->face = wallface->face; 857 door->face = wallface->face;
858
872 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
873 wallface->remove (); 860 wallface->remove ();
861
874 wallface->destroy (); 862 wallface->destroy ();
875 } 863 }
876 } 864 }
877 } 865 }
878} 866}

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