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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.12 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.30 by root, Sun Jul 1 05:00:19 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26
27
28 25
29#include <global.h> 26#include <global.h>
30#include <random_map.h> 27#include <random_map.h>
31#include <rproto.h> 28#include <rproto.h>
32 29
43#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 */
44 41
45#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
46#define PASS_DOORS 1 43#define PASS_DOORS 1
47 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}
48 52
49/* 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
50 * and doors but not monsters. 54 * and doors but not monsters.
51 * This function is not map tile aware. 55 * This function is not map tile aware.
52 */ 56 */
53
54int 57int
55wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
56{ 59{
57 int r;
58
59 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
60 return 1; 61 return 1;
62
63 m->at (x, y).update ();
61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
62 return r;
63} 65}
64 66
65/* place treasures in the map, given the 67/* place treasures in the map, given the
66map, (required) 68map, (required)
67layout, (required) 69layout, (required)
68treasure style (may be empty or NULL, or "none" to cause no treasure.) 70treasure style (may be empty or NULL, or "none" to cause no treasure.)
69treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
70*/ 72*/
71
72void 73void
73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{ 75{
75 char styledirname[256]; 76 char styledirname[1024];
76 char stylefilepath[256]; 77 char stylefilepath[1024];
77 maptile *style_map = 0; 78 maptile *style_map = 0;
78 int num_treasures; 79 int num_treasures;
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if (treasure_style) 82 if (treasure_style)
82 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
83 return; 84 return;
85
84 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
85 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
86 88
87 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
89 { 91 {
90 if (RANDOM () % 2) 92 if (rndm (2))
91 treasureoptions -= 1; 93 treasureoptions -= 1;
92 else 94 else
93 treasureoptions -= 2; 95 treasureoptions -= 2;
94 } 96 }
95 97
96 /* pick the number of treasures */ 98 /* pick the number of treasures */
97 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
98 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);
99 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
100 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);
101 else 103 else
102 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);
103 105
104 if (num_treasures <= 0) 106 if (num_treasures <= 0)
105 return; 107 return;
106 108
107 /* get the style map */ 109 /* get the style map */
108 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
110 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
111 119
112 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
113 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
114 { 122 {
115 123
158 166
159 i = j = -1; 167 i = j = -1;
160 tries = 0; 168 tries = 0;
161 while (i == -1 && tries < 100) 169 while (i == -1 && tries < 100)
162 { 170 {
163 i = RANDOM () % (RP->Xsize - 2) + 1; 171 i = rndm (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1; 172 j = rndm (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP); 173 find_enclosed_spot (map, &i, &j, RP);
166 if (wall_blocked (map, i, j)) 174 if (wall_blocked (map, i, j))
167 i = -1; 175 i = -1;
168 tries++; 176 tries++;
169 } 177 }
185 { /* DIFFUSE treasure layout */ 193 { /* DIFFUSE treasure layout */
186 int ti, i, j; 194 int ti, i, j;
187 195
188 for (ti = 0; ti < num_treasures; ti++) 196 for (ti = 0; ti < num_treasures; ti++)
189 { 197 {
190 i = RANDOM () % (RP->Xsize - 2) + 1; 198 i = rndm (RP->Xsize - 2) + 1;
191 j = RANDOM () % (RP->Ysize - 2) + 1; 199 j = rndm (RP->Ysize - 2) + 1;
192 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
193 } 201 }
194 } 202 }
195} 203}
196 204
211 if (i == -1) 219 if (i == -1)
212 { 220 {
213 the_chest->destroy (); 221 the_chest->destroy ();
214 return NULL; 222 return NULL;
215 } 223 }
224
216 xl = x + freearr_x[i]; 225 xl = x + freearr_x[i];
217 yl = y + freearr_y[i]; 226 yl = y + freearr_y[i];
218 227
219 /* if the placement is blocked, return a fail. */ 228 /* if the placement is blocked, return a fail. */
220 if (wall_blocked (map, xl, yl)) 229 if (wall_blocked (map, xl, yl))
229 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230 239
231 if (tlist != NULL) 240 if (tlist != NULL)
232 for (ti = 0; ti < n_treasures; ti++) 241 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */ 242 { /* use the treasure list */
234 object *new_treasure = pick_random_object (style_map); 243 object *new_treasure = style_map->pick_random_object ();
235 244
236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 245 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
237 } 246 }
238 else 247 else
239 { /* use the style map */ 248 { /* use the style map */
240 the_chest->randomitems = tlist; 249 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
242 } 251 }
243#endif 252#endif
244 { /* neither style_map no treasure list given */ 253 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest"); 254 treasurelist *tlist = treasurelist::find ("chest");
246 255
247 the_chest->randomitems = tlist; 256 the_chest->randomitems = tlist;
248 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
249 } 258 }
250 259
254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
255 object *the_trap; 264 object *the_trap;
256 265
257 if (trap_map) 266 if (trap_map)
258 { 267 {
259 the_trap = pick_random_object (trap_map); 268 the_trap = trap_map->pick_random_object ();
260 the_trap->stats.Cha = 10 + RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
262 if (the_trap) 271 if (the_trap)
263 { 272 {
264 object *new_trap; 273 object *new_trap;
265 274
266 new_trap = arch_to_object (the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
273 } 282 }
274 283
275 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
276 the lockcode. It's not worth bothering to lock the chest if 285 the lockcode. It's not worth bothering to lock the chest if
277 there's only 1 treasure.... */ 286 there's only 1 treasure.... */
278
279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 { 288 {
281 char keybuf[256]; 289 char keybuf[1024];
282 290
283 sprintf (keybuf, "%d", (int) RANDOM ()); 291 sprintf (keybuf, "%d", rndm (1000000000));
284 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
286 } 294 }
287 295
288 /* actually place the chest. */ 296 /* actually place the chest. */
331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 339 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
332 340
333 The idea is that you call keyplace on x,y where a door is, and it'll make 341 The idea is that you call keyplace on x,y where a door is, and it'll make
334 sure a key is placed on both sides of the door. 342 sure a key is placed on both sides of the door.
335*/ 343*/
336
337int 344int
338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) 345keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{ 346{
340 int i, j; 347 int i, j;
341 int kx, ky; 348 int kx = 0, ky = 0;
342 object *the_keymaster; /* the monster that gets the key. */ 349 object *the_keymaster; /* the monster that gets the key. */
343 object *the_key; 350 object *the_key;
344 351
345 /* get a key and set its keycode */ 352 /* get a key and set its keycode */
346 the_key = get_archetype ("key2"); 353 the_key = get_archetype ("key2");
348 355
349 if (door_flag == PASS_DOORS) 356 if (door_flag == PASS_DOORS)
350 { 357 {
351 int tries = 0; 358 int tries = 0;
352 359
353 the_keymaster = NULL; 360 the_keymaster = 0;
354 while (tries < 15 && the_keymaster == NULL) 361 while (tries < 15 && !the_keymaster)
355 { 362 {
356 i = (RANDOM () % (RP->Xsize - 2)) + 1; 363 i = rndm (RP->Xsize - 2) + 1;
357 j = (RANDOM () % (RP->Ysize - 2)) + 1; 364 j = rndm (RP->Ysize - 2) + 1;
358 tries++; 365 tries++;
359 the_keymaster = find_closest_monster (map, i, j, RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
360 } 367 }
368
361 /* if we don't find a good keymaster, drop the key on the ground. */ 369 /* if we don't find a good keymaster, drop the key on the ground. */
362 if (the_keymaster == NULL) 370 if (!the_keymaster)
363 { 371 {
364 int freeindex; 372 int freeindex;
365 373
366 freeindex = -1; 374 freeindex = -1;
367 for (tries = 0; tries < 15 && freeindex == -1; tries++) 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 { 376 {
369 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 377 kx = rndm (RP->Xsize - 2) + 1;
370 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 378 ky = rndm (RP->Ysize - 2) + 1;
371 freeindex = find_first_free_spot (the_key, map, kx, ky); 379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
372 } 380 }
381
382 // can freeindex ever be < 0?
373 if (freeindex != -1) 383 if (freeindex >= 0)
374 { 384 {
375 kx += freearr_x[freeindex]; 385 kx += freearr_x [freeindex];
376 ky += freearr_y[freeindex]; 386 ky += freearr_y [freeindex];
377 } 387 }
378 } 388 }
379 } 389 }
380 else 390 else
381 { /* NO_PASS_DOORS --we have to work harder. */ 391 { /* NO_PASS_DOORS --we have to work harder. */
383 NO_PASS_DOORS is set. */ 393 NO_PASS_DOORS is set. */
384 if (n_keys == 1) 394 if (n_keys == 1)
385 { 395 {
386 if (wall_blocked (map, x, y)) 396 if (wall_blocked (map, x, y))
387 return 0; 397 return 0;
398
388 the_keymaster = find_monster_in_room (map, x, y, RP); 399 the_keymaster = find_monster_in_room (map, x, y, RP);
389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ 400 if (!the_keymaster) /* if fail, find a spot to drop the key. */
390 find_spot_in_room (map, x, y, &kx, &ky, RP); 401 find_spot_in_room (map, x, y, &kx, &ky, RP);
391 } 402 }
392 else 403 else
393 { 404 {
394 int sum = 0; /* count how many keys we actually place */ 405 int sum = 0; /* count how many keys we actually place */
396 /* I'm lazy, so just try to place in all 4 directions. */ 407 /* I'm lazy, so just try to place in all 4 directions. */
397 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); 408 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
398 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 409 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
399 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 410 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 411 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
412
401 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 413 if (sum < 2) /* we might have made a disconnected map-place more keys. */
402 { /* diagnoally this time. */ 414 { /* diagonally this time. */
403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 415 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 } 419 }
420
408 return 1; 421 return 1;
409 } 422 }
410 } 423 }
411 424
412 if (the_keymaster == NULL) 425 if (!the_keymaster)
413 { 426 {
414 the_key->x = kx; 427 the_key->x = kx;
415 the_key->y = ky; 428 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0); 429 insert_ob_in_map (the_key, map, NULL, 0);
417 return 1; 430 return 1;
462 return theMonsterToFind; 475 return theMonsterToFind;
463 } 476 }
464 } 477 }
465 478
466 /* now search all the 8 squares around recursively for a monster,in random order */ 479 /* now search all the 8 squares around recursively for a monster,in random order */
467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 480 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
468 { 481 {
469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 482 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
470 if (theMonsterToFind != NULL) 483 if (theMonsterToFind != NULL)
471 return theMonsterToFind; 484 return theMonsterToFind;
472 } 485 }
505 free (layout2); 518 free (layout2);
506 519
507 return theMonsterToFind; 520 return theMonsterToFind;
508} 521}
509 522
510
511
512
513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
514int *room_free_spots_x; 524int *room_free_spots_x;
515int *room_free_spots_y; 525int *room_free_spots_y;
516int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
517 527
518/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
519a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
520that datastructure. */ 530that datastructure. */
521
522void 531void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{ 533{
525 int i, j; 534 int i, j;
526 535
537 /* check off this point */ 546 /* check off this point */
538 layout[x][y] = 1; 547 layout[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
540 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
542 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 553 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
546 }
547 555
548} 556}
549 557
550/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
551void 559void
562 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
564 { 572 {
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
566 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
567 {
568 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
570 }
571 } 577 }
572 578
573 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
574 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
575 581
576 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
577 { 583 {
578 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
579 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
580 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
581 } 587 }
582 588
583 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
584 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
585 {
586 free (layout2[i]); 591 free (layout2[i]);
587 } 592
588 free (layout2); 593 free (layout2);
589 free (room_free_spots_x); 594 free (room_free_spots_x);
590 free (room_free_spots_y); 595 free (room_free_spots_y);
591} 596}
592 597
593 598
594/* searches the map for a spot with walls around it. The more 599/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 600 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
597
598void 602void
599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{ 604{
601 int x, y; 605 int x, y;
602 int i; 606 int i;
653 *cy = ly; 657 *cy = ly;
654 return; 658 return;
655 } 659 }
656 } 660 }
657 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); 662 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
659 if (i != -1 && i <= SIZEOFFREE1) 663
664 if (i != -1)
660 { 665 {
661 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
663 return; 668 }
669 else
664 } 670 {
665 /* indicate failure */ 671 /* indicate failure */
672 *cx = -1;
666 *cx = *cy = -1; 673 *cy = -1;
674 }
667} 675}
668
669 676
670void 677void
671remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
672{ 679{
673 object *tmp; 680 object *tmp;
674 681
675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
676 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
677 { 684 {
678 if (tmp->head) 685 if (tmp->head)
679 tmp = tmp->head; 686 tmp = tmp->head;
680 tmp->remove (); 687 tmp->remove ();
683 if (tmp == NULL) 690 if (tmp == NULL)
684 break; 691 break;
685 }; 692 };
686} 693}
687 694
688
689/* surrounds the point x,y by doors, so as to enclose something, like 695/* surrounds the point x,y by doors, so as to enclose something, like
690 a chest. It only goes as far as the 8 squares surrounding, and 696 a chest. It only goes as far as the 8 squares surrounding, and
691 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
692
693object ** 698object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 700{
696 int i; 701 int i;
697 char *doors[2]; 702 const char *doors[2];
698 object **doorlist; 703 object **doorlist;
699 int ndoors_made = 0; 704 int ndoors_made = 0;
700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
701 706
702 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
714 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
715 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
716 { 721 {
717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
718 723
719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
720 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
722 729 map->insert (new_door, x1, y1);
723 new_door->x = x + freearr_x[i];
724 new_door->y = y + freearr_y[i];
725 remove_monsters (new_door->x, new_door->y, map);
726 insert_ob_in_map (new_door, map, NULL, 0);
727 doorlist[ndoors_made] = new_door; 730 doorlist[ndoors_made] = new_door;
728 ndoors_made++; 731 ndoors_made++;
729 } 732 }
730 } 733 }
734
731 return doorlist; 735 return doorlist;
732} 736}
733 737
734 738
735/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
763 /* check off this point */ 767 /* check off this point */
764 if (layout[x][y] == '#') 768 if (layout[x][y] == '#')
765 { /* there could be a door here */ 769 { /* there could be a door here */
766 layout[x][y] = 1; 770 layout[x][y] = 1;
767 door = door_in_square (map, x, y); 771 door = door_in_square (map, x, y);
768 if (door != NULL) 772 if (door)
769 { 773 {
770 doorlist[*ndoors] = door; 774 doorlist[*ndoors] = door;
771 if (*ndoors > 254) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
772 { 776 {
773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
774 return; 778 return;
775 } 779 }
780
776 *ndoors = *ndoors + 1; 781 *ndoors = *ndoors + 1;
777 } 782 }
778 } 783 }
779 else 784 else
780 { 785 {
781 layout[x][y] = 1; 786 layout[x][y] = 1;
787
782 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
783 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
784 { 790 find_doors_in_room_recursive (layout, map,
785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
786 } 792 doorlist, ndoors, RP);
787 } 793 }
788} 794}
789 795
790/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
791object ** 797object **
794 char **layout2; 800 char **layout2;
795 object **doorlist; 801 object **doorlist;
796 int i, j; 802 int i, j;
797 int ndoors = 0; 803 int ndoors = 0;
798 804
799 doorlist = (object **) calloc (sizeof (int), 256); 805 doorlist = (object **) calloc (sizeof (int), 1024);
800
801 806
802 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
803 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
805 { 810 {
814 /* setup num_free_spots and room_free_spots */ 819 /* setup num_free_spots and room_free_spots */
815 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
816 821
817 /* deallocate the temp. layout */ 822 /* deallocate the temp. layout */
818 for (i = 0; i < RP->Xsize; i++) 823 for (i = 0; i < RP->Xsize; i++)
819 {
820 free (layout2[i]); 824 free (layout2[i]);
821 } 825
822 free (layout2); 826 free (layout2);
823 return doorlist; 827 return doorlist;
824} 828}
825 829
826 830
839 if (opts & DOORED) 843 if (opts & DOORED)
840 { 844 {
841 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
842 { 846 {
843 object *new_door = get_archetype ("locked_door1"); 847 object *new_door = get_archetype ("locked_door1");
844 char keybuf[256]; 848 char keybuf[1024];
845 849
846 door = doorlist[i]; 850 door = doorlist[i];
847 new_door->face = door->face; 851 new_door->face = door->face;
848 new_door->x = door->x; 852 new_door->x = door->x;
849 new_door->y = door->y; 853 new_door->y = door->y;
850 door->remove (); 854 door->remove ();
851 door->destroy (); 855 door->destroy ();
852 doorlist[i] = new_door; 856 doorlist[i] = new_door;
853 insert_ob_in_map (new_door, map, NULL, 0); 857 insert_ob_in_map (new_door, map, NULL, 0);
854 sprintf (keybuf, "%d", (int) RANDOM ()); 858 sprintf (keybuf, "%d", rndm (1000000000));
855 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
856 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
857 } 861 }
858 } 862 }
859 863

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