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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.15 by root, Mon Jan 15 01:50:33 2007 UTC vs.
Revision 1.25 by root, Sat Feb 17 23:32:11 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
8 7 *
9 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
12 (at your option) any later version. 11 * (at your option) any later version.
13 12 *
14 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details. 16 * GNU General Public License for more details.
18 17 *
19 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 21 *
23 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24*/ 23 */
25 24
26/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
27
28
29 26
30#include <global.h> 27#include <global.h>
31#include <random_map.h> 28#include <random_map.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
44#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
45 42
46#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 44#define PASS_DOORS 1
48 45
46/* a macro to get a strongly centered random distribution,
47 from 0 to x, centered at x/2 */
48static int
49bc_random (int x)
50{
51 return (rndm (x) + rndm (x) + rndm (x)) / 3;
52}
49 53
50/* returns true if square x,y has P_NO_PASS set, which is true for walls 54/* returns true if square x,y has P_NO_PASS set, which is true for walls
51 * and doors but not monsters. 55 * and doors but not monsters.
52 * This function is not map tile aware. 56 * This function is not map tile aware.
53 */ 57 */
54
55int 58int
56wall_blocked (maptile *m, int x, int y) 59wall_blocked (maptile *m, int x, int y)
57{ 60{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 61 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 62 return 1;
63
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
63 return r; 65 return r;
64} 66}
65 67
66/* place treasures in the map, given the 68/* place treasures in the map, given the
67map, (required) 69map, (required)
68layout, (required) 70layout, (required)
69treasure style (may be empty or NULL, or "none" to cause no treasure.) 71treasure style (may be empty or NULL, or "none" to cause no treasure.)
70treasureoptions (may be 0 for random choices or positive) 72treasureoptions (may be 0 for random choices or positive)
71*/ 73*/
72
73void 74void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 75place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 76{
76 char styledirname[1024]; 77 char styledirname[1024];
77 char stylefilepath[1024]; 78 char stylefilepath[1024];
80 81
81 /* bail out if treasure isn't wanted. */ 82 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 83 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 84 if (!strcmp (treasure_style, "none"))
84 return; 85 return;
86
85 if (treasureoptions <= 0) 87 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 88 treasureoptions = rndm (2 * LAST_OPTION);
87 89
88 /* filter out the mutually exclusive options */ 90 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 91 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 92 {
91 if (RANDOM () % 2) 93 if (rndm (2))
92 treasureoptions -= 1; 94 treasureoptions -= 1;
93 else 95 else
94 treasureoptions -= 2; 96 treasureoptions -= 2;
95 } 97 }
96 98
97 /* pick the number of treasures */ 99 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 100 if (treasureoptions & SPARSE)
99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 101 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
100 else if (treasureoptions & RICH) 102 else if (treasureoptions & RICH)
101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 103 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else 104 else
103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 105 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
104 106
105 if (num_treasures <= 0) 107 if (num_treasures <= 0)
106 return; 108 return;
107 109
108 /* get the style map */ 110 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 111 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 112 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 style_map = find_style (styledirname, treasure_style, -1); 113 style_map = find_style (styledirname, treasure_style, -1);
114
115 if (!style_map)
116 {
117 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
118 return;
119 }
112 120
113 /* all the treasure at one spot in the map. */ 121 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 122 if (treasureoptions & CONCENTRATED)
115 { 123 {
116 124
159 167
160 i = j = -1; 168 i = j = -1;
161 tries = 0; 169 tries = 0;
162 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
163 { 171 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
167 if (wall_blocked (map, i, j)) 175 if (wall_blocked (map, i, j))
168 i = -1; 176 i = -1;
169 tries++; 177 tries++;
170 } 178 }
186 { /* DIFFUSE treasure layout */ 194 { /* DIFFUSE treasure layout */
187 int ti, i, j; 195 int ti, i, j;
188 196
189 for (ti = 0; ti < num_treasures; ti++) 197 for (ti = 0; ti < num_treasures; ti++)
190 { 198 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 199 i = rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 200 j = rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 201 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 202 }
195 } 203 }
196} 204}
197 205
212 if (i == -1) 220 if (i == -1)
213 { 221 {
214 the_chest->destroy (); 222 the_chest->destroy ();
215 return NULL; 223 return NULL;
216 } 224 }
225
217 xl = x + freearr_x[i]; 226 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 227 yl = y + freearr_y[i];
219 228
220 /* if the placement is blocked, return a fail. */ 229 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 230 if (wall_blocked (map, xl, yl))
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 239 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 240
232 if (tlist != NULL) 241 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 242 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 243 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 244 object *new_treasure = style_map->pick_random_object ();
236 245
237 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
238 } 247 }
239 else 248 else
240 { /* use the style map */ 249 { /* use the style map */
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap; 265 object *the_trap;
257 266
258 if (trap_map) 267 if (trap_map)
259 { 268 {
260 the_trap = pick_random_object (trap_map); 269 the_trap = trap_map->pick_random_object ();
261 the_trap->stats.Cha = 10 + RP->difficulty; 270 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 271 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
263 if (the_trap) 272 if (the_trap)
264 { 273 {
265 object *new_trap; 274 object *new_trap;
266 275
267 new_trap = arch_to_object (the_trap->arch); 276 new_trap = arch_to_object (the_trap->arch);
274 } 283 }
275 284
276 /* set the chest lock code, and call the keyplacer routine with 285 /* set the chest lock code, and call the keyplacer routine with
277 the lockcode. It's not worth bothering to lock the chest if 286 the lockcode. It's not worth bothering to lock the chest if
278 there's only 1 treasure.... */ 287 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 289 {
282 char keybuf[1024]; 290 char keybuf[1024];
283 291
284 sprintf (keybuf, "%d", (int) RANDOM ()); 292 sprintf (keybuf, "%d", rndm (1000000000));
285 the_chest->slaying = keybuf; 293 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
287 } 295 }
288 296
289 /* actually place the chest. */ 297 /* actually place the chest. */
332 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
333 341
334 The idea is that you call keyplace on x,y where a door is, and it'll make 342 The idea is that you call keyplace on x,y where a door is, and it'll make
335 sure a key is placed on both sides of the door. 343 sure a key is placed on both sides of the door.
336*/ 344*/
337
338int 345int
339keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
340{ 347{
341 int i, j; 348 int i, j;
342 int kx, ky; 349 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 350 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 351 object *the_key;
345 352
346 /* get a key and set its keycode */ 353 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 354 the_key = get_archetype ("key2");
349 356
350 if (door_flag == PASS_DOORS) 357 if (door_flag == PASS_DOORS)
351 { 358 {
352 int tries = 0; 359 int tries = 0;
353 360
354 the_keymaster = NULL; 361 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 362 while (tries < 15 && !the_keymaster)
356 { 363 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 364 i = rndm (RP->Xsize - 2) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 365 j = rndm (RP->Ysize - 2) + 1;
359 tries++; 366 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 367 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 368 }
369
362 /* 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. */
363 if (the_keymaster == NULL) 371 if (!the_keymaster)
364 { 372 {
365 int freeindex; 373 int freeindex;
366 374
367 freeindex = -1; 375 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 { 377 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 378 kx = rndm (RP->Xsize - 2) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 379 ky = rndm (RP->Ysize - 2) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky); 380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 381 }
374 382
383 // can freeindex ever be < 0?
375 if (freeindex != -1) 384 if (freeindex >= 0)
376 { 385 {
377 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
379 } 388 }
380 } 389 }
381 } 390 }
382 else 391 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
387 { 396 {
388 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
389 return 0; 398 return 0;
390 399
391 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 403 }
395 else 404 else
396 { 405 {
397 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
399 /* I'm lazy, so just try to place in all 4 directions. */ 408 /* I'm lazy, so just try to place in all 4 directions. */
400 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
401 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
402 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
403 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
404 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
405 { /* diagnoally this time. */ 415 { /* diagonally this time. */
406 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);
407 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);
408 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);
409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 } 420 }
421
411 return 1; 422 return 1;
412 } 423 }
413 } 424 }
414 425
415 if (the_keymaster == NULL) 426 if (!the_keymaster)
416 { 427 {
417 the_key->x = kx; 428 the_key->x = kx;
418 the_key->y = ky; 429 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 431 return 1;
465 return theMonsterToFind; 476 return theMonsterToFind;
466 } 477 }
467 } 478 }
468 479
469 /* 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 */
470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 { 482 {
472 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);
473 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 485 return theMonsterToFind;
475 } 486 }
508 free (layout2); 519 free (layout2);
509 520
510 return theMonsterToFind; 521 return theMonsterToFind;
511} 522}
512 523
513
514
515
516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 524/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
517int *room_free_spots_x; 525int *room_free_spots_x;
518int *room_free_spots_y; 526int *room_free_spots_y;
519int number_of_free_spots_in_room; 527int number_of_free_spots_in_room;
520 528
521/* the workhorse routine, which finds the free spots in a room: 529/* the workhorse routine, which finds the free spots in a room:
522a datastructure of free points is set up, and a position chosen from 530a datastructure of free points is set up, and a position chosen from
523that datastructure. */ 531that datastructure. */
524
525void 532void
526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 533find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{ 534{
528 int i, j; 535 int i, j;
529 536
540 /* check off this point */ 547 /* check off this point */
541 layout[x][y] = 1; 548 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 549 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 550 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 551 number_of_free_spots_in_room++;
552
545 /* now search all the 8 squares around recursively for free spots,in random order */ 553 /* now search all the 8 squares around recursively for free spots,in random order */
546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 554 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 555 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
549 }
550 556
551} 557}
552 558
553/* find a random non-blocked spot in this room to drop a key. */ 559/* find a random non-blocked spot in this room to drop a key. */
554void 560void
565 /* allocate and copy the layout, converting C to 0. */ 571 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 572 for (i = 0; i < RP->Xsize; i++)
567 { 573 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 575 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 576 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 577 layout2[i][j] = '#';
573 }
574 } 578 }
575 579
576 /* setup num_free_spots and room_free_spots */ 580 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 581 find_spot_in_room_recursive (layout2, x, y, RP);
578 582
579 if (number_of_free_spots_in_room > 0) 583 if (number_of_free_spots_in_room > 0)
580 { 584 {
581 i = RANDOM () % number_of_free_spots_in_room; 585 i = rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 586 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 587 *ky = room_free_spots_y[i];
584 } 588 }
585 589
586 /* deallocate the temp. layout */ 590 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 591 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 592 free (layout2[i]);
590 } 593
591 free (layout2); 594 free (layout2);
592 free (room_free_spots_x); 595 free (room_free_spots_x);
593 free (room_free_spots_y); 596 free (room_free_spots_y);
594} 597}
595 598
596 599
597/* searches the map for a spot with walls around it. The more 600/* searches the map for a spot with walls around it. The more
598 walls the better, but it'll settle for 1 wall, or even 0, but 601 walls the better, but it'll settle for 1 wall, or even 0, but
599 it'll return 0 if no FREE spots are found.*/ 602 it'll return 0 if no FREE spots are found.*/
600
601void 603void
602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 604find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{ 605{
604 int x, y; 606 int x, y;
605 int i; 607 int i;
656 *cy = ly; 658 *cy = ly;
657 return; 659 return;
658 } 660 }
659 } 661 }
660 /* give up and return the closest free spot. */ 662 /* give up and return the closest free spot. */
661 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 663 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
662 if (i != -1 && i <= SIZEOFFREE1) 664
665 if (i != -1)
663 { 666 {
664 *cx = x + freearr_x[i]; 667 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 668 *cy = y + freearr_y[i];
666 return; 669 }
670 else
667 } 671 {
668 /* indicate failure */ 672 /* indicate failure */
673 *cx = -1;
669 *cx = *cy = -1; 674 *cy = -1;
675 }
670} 676}
671
672 677
673void 678void
674remove_monsters (int x, int y, maptile *map) 679remove_monsters (int x, int y, maptile *map)
675{ 680{
676 object *tmp; 681 object *tmp;
677 682
678 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 683 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 685 {
681 if (tmp->head) 686 if (tmp->head)
682 tmp = tmp->head; 687 tmp = tmp->head;
683 tmp->remove (); 688 tmp->remove ();
686 if (tmp == NULL) 691 if (tmp == NULL)
687 break; 692 break;
688 }; 693 };
689} 694}
690 695
691
692/* surrounds the point x,y by doors, so as to enclose something, like 696/* surrounds the point x,y by doors, so as to enclose something, like
693 a chest. It only goes as far as the 8 squares surrounding, and 697 a chest. It only goes as far as the 8 squares surrounding, and
694 it'll remove any monsters it finds.*/ 698 it'll remove any monsters it finds.*/
695
696object ** 699object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 700surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
698{ 701{
699 int i; 702 int i;
700 char *doors[2]; 703 char *doors[2];
717 /* place doors in all the 8 adjacent unblocked squares. */ 720 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 721 for (i = 1; i < 9; i++)
719 { 722 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 724
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 726 { /* place a door */
727 remove_monsters (x1, y1, map);
728
724 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 729 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
725 730 map->insert (new_door, x1, y1);
726 new_door->x = x + freearr_x[i];
727 new_door->y = y + freearr_y[i];
728 remove_monsters (new_door->x, new_door->y, map);
729 insert_ob_in_map (new_door, map, NULL, 0);
730 doorlist[ndoors_made] = new_door; 731 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 732 ndoors_made++;
732 } 733 }
733 } 734 }
735
734 return doorlist; 736 return doorlist;
735} 737}
736 738
737 739
738/* returns the first door in this square, or NULL if there isn't a door. */ 740/* returns the first door in this square, or NULL if there isn't a door. */
781 } 783 }
782 } 784 }
783 else 785 else
784 { 786 {
785 layout[x][y] = 1; 787 layout[x][y] = 1;
788
786 /* now search all the 8 squares around recursively for free spots,in random order */ 789 /* now search all the 8 squares around recursively for free spots,in random order */
787 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
788 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 791 find_doors_in_room_recursive (layout, map,
792 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
793 doorlist, ndoors, RP);
789 } 794 }
790} 795}
791 796
792/* find a random non-blocked spot in this room to drop a key. */ 797/* find a random non-blocked spot in this room to drop a key. */
793object ** 798object **
849 new_door->y = door->y; 854 new_door->y = door->y;
850 door->remove (); 855 door->remove ();
851 door->destroy (); 856 door->destroy ();
852 doorlist[i] = new_door; 857 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 858 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 859 sprintf (keybuf, "%d", rndm (1000000000));
855 new_door->slaying = keybuf; 860 new_door->slaying = keybuf;
856 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
857 } 862 }
858 } 863 }
859 864

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