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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.14 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.27 by elmex, Sun Apr 15 14:15:14 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
64 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 65 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 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 }
382
383 // can freeindex ever be < 0?
374 if (freeindex != -1) 384 if (freeindex >= 0)
375 { 385 {
376 kx += freearr_x[freeindex]; 386 kx += freearr_x [freeindex];
377 ky += freearr_y[freeindex]; 387 ky += freearr_y [freeindex];
378 } 388 }
379 } 389 }
380 } 390 }
381 else 391 else
382 { /* NO_PASS_DOORS --we have to work harder. */ 392 { /* NO_PASS_DOORS --we have to work harder. */
384 NO_PASS_DOORS is set. */ 394 NO_PASS_DOORS is set. */
385 if (n_keys == 1) 395 if (n_keys == 1)
386 { 396 {
387 if (wall_blocked (map, x, y)) 397 if (wall_blocked (map, x, y))
388 return 0; 398 return 0;
399
389 the_keymaster = find_monster_in_room (map, x, y, RP); 400 the_keymaster = find_monster_in_room (map, x, y, RP);
390 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. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP); 402 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 } 403 }
393 else 404 else
394 { 405 {
395 int sum = 0; /* count how many keys we actually place */ 406 int sum = 0; /* count how many keys we actually place */
397 /* 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. */
398 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);
399 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);
400 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);
401 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
402 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. */
403 { /* diagnoally this time. */ 415 { /* diagonally this time. */
404 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);
405 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);
406 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);
407 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);
408 } 420 }
421
409 return 1; 422 return 1;
410 } 423 }
411 } 424 }
412 425
413 if (the_keymaster == NULL) 426 if (!the_keymaster)
414 { 427 {
415 the_key->x = kx; 428 the_key->x = kx;
416 the_key->y = ky; 429 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 430 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 431 return 1;
463 return theMonsterToFind; 476 return theMonsterToFind;
464 } 477 }
465 } 478 }
466 479
467 /* 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 */
468 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++)
469 { 482 {
470 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);
471 if (theMonsterToFind != NULL) 484 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 485 return theMonsterToFind;
473 } 486 }
506 free (layout2); 519 free (layout2);
507 520
508 return theMonsterToFind; 521 return theMonsterToFind;
509} 522}
510 523
511
512
513
514/* 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 */
515int *room_free_spots_x; 525int *room_free_spots_x;
516int *room_free_spots_y; 526int *room_free_spots_y;
517int number_of_free_spots_in_room; 527int number_of_free_spots_in_room;
518 528
519/* the workhorse routine, which finds the free spots in a room: 529/* the workhorse routine, which finds the free spots in a room:
520a 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
521that datastructure. */ 531that datastructure. */
522
523void 532void
524find_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)
525{ 534{
526 int i, j; 535 int i, j;
527 536
538 /* check off this point */ 547 /* check off this point */
539 layout[x][y] = 1; 548 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 549 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 550 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 551 number_of_free_spots_in_room++;
552
543 /* 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 */
544 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++)
545 {
546 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);
547 }
548 556
549} 557}
550 558
551/* 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. */
552void 560void
563 /* allocate and copy the layout, converting C to 0. */ 571 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 572 for (i = 0; i < RP->Xsize; i++)
565 { 573 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 575 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 576 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 577 layout2[i][j] = '#';
571 }
572 } 578 }
573 579
574 /* setup num_free_spots and room_free_spots */ 580 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 581 find_spot_in_room_recursive (layout2, x, y, RP);
576 582
577 if (number_of_free_spots_in_room > 0) 583 if (number_of_free_spots_in_room > 0)
578 { 584 {
579 i = RANDOM () % number_of_free_spots_in_room; 585 i = rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 586 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 587 *ky = room_free_spots_y[i];
582 } 588 }
583 589
584 /* deallocate the temp. layout */ 590 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 591 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 592 free (layout2[i]);
588 } 593
589 free (layout2); 594 free (layout2);
590 free (room_free_spots_x); 595 free (room_free_spots_x);
591 free (room_free_spots_y); 596 free (room_free_spots_y);
592} 597}
593 598
594 599
595/* 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
596 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
597 it'll return 0 if no FREE spots are found.*/ 602 it'll return 0 if no FREE spots are found.*/
598
599void 603void
600find_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)
601{ 605{
602 int x, y; 606 int x, y;
603 int i; 607 int i;
654 *cy = ly; 658 *cy = ly;
655 return; 659 return;
656 } 660 }
657 } 661 }
658 /* give up and return the closest free spot. */ 662 /* give up and return the closest free spot. */
659 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);
660 if (i != -1 && i <= SIZEOFFREE1) 664
665 if (i != -1)
661 { 666 {
662 *cx = x + freearr_x[i]; 667 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 668 *cy = y + freearr_y[i];
664 return; 669 }
670 else
665 } 671 {
666 /* indicate failure */ 672 /* indicate failure */
673 *cx = -1;
667 *cx = *cy = -1; 674 *cy = -1;
675 }
668} 676}
669
670 677
671void 678void
672remove_monsters (int x, int y, maptile *map) 679remove_monsters (int x, int y, maptile *map)
673{ 680{
674 object *tmp; 681 object *tmp;
675 682
676 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)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 685 {
679 if (tmp->head) 686 if (tmp->head)
680 tmp = tmp->head; 687 tmp = tmp->head;
681 tmp->remove (); 688 tmp->remove ();
684 if (tmp == NULL) 691 if (tmp == NULL)
685 break; 692 break;
686 }; 693 };
687} 694}
688 695
689
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 698 it'll remove any monsters it finds.*/
693
694object ** 699object **
695surround_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)
696{ 701{
697 int i; 702 int i;
698 char *doors[2]; 703 const char *doors[2];
699 object **doorlist; 704 object **doorlist;
700 int ndoors_made = 0; 705 int ndoors_made = 0;
701 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 706 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
702 707
703 /* this is a list we pick from, for horizontal and vertical doors */ 708 /* this is a list we pick from, for horizontal and vertical doors */
715 /* place doors in all the 8 adjacent unblocked squares. */ 720 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 721 for (i = 1; i < 9; i++)
717 { 722 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 723 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 724
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 725 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 726 { /* place a door */
727 remove_monsters (x1, y1, map);
728
722 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]);
723 730 map->insert (new_door, x1, y1);
724 new_door->x = x + freearr_x[i];
725 new_door->y = y + freearr_y[i];
726 remove_monsters (new_door->x, new_door->y, map);
727 insert_ob_in_map (new_door, map, NULL, 0);
728 doorlist[ndoors_made] = new_door; 731 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 732 ndoors_made++;
730 } 733 }
731 } 734 }
735
732 return doorlist; 736 return doorlist;
733} 737}
734 738
735 739
736/* 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. */
779 } 783 }
780 } 784 }
781 else 785 else
782 { 786 {
783 layout[x][y] = 1; 787 layout[x][y] = 1;
788
784 /* 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 */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 790 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 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);
787 } 794 }
788} 795}
789 796
790/* 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. */
791object ** 798object **
847 new_door->y = door->y; 854 new_door->y = door->y;
848 door->remove (); 855 door->remove ();
849 door->destroy (); 856 door->destroy ();
850 doorlist[i] = new_door; 857 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 858 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 859 sprintf (keybuf, "%d", rndm (1000000000));
853 new_door->slaying = keybuf; 860 new_door->slaying = keybuf;
854 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);
855 } 862 }
856 } 863 }
857 864

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