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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 1.30 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 *
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
8 7 *
9 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
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 3 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, see <http://www.gnu.org/licenses/>.
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
22
23 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>
24*/ 22 */
25 23
26/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
27
28
29 25
30#include <global.h> 26#include <global.h>
31#include <random_map.h> 27#include <random_map.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
44#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 */
45 41
46#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
47#define PASS_DOORS 1 43#define PASS_DOORS 1
48 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}
49 52
50/* 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
51 * and doors but not monsters. 54 * and doors but not monsters.
52 * This function is not map tile aware. 55 * This function is not map tile aware.
53 */ 56 */
54
55int 57int
56wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
57{ 59{
58 int r;
59
60 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
61 return 1; 61 return 1;
62
63 m->at (x, y).update ();
62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
63 return r;
64} 65}
65 66
66/* place treasures in the map, given the 67/* place treasures in the map, given the
67map, (required) 68map, (required)
68layout, (required) 69layout, (required)
69treasure 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.)
70treasureoptions (may be 0 for random choices or positive) 71treasureoptions (may be 0 for random choices or positive)
71*/ 72*/
72
73void 73void
74place_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)
75{ 75{
76 char styledirname[1024]; 76 char styledirname[1024];
77 char stylefilepath[1024]; 77 char stylefilepath[1024];
80 80
81 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 82 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
84 return; 84 return;
85
85 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
86 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
87 88
88 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
90 { 91 {
91 if (RANDOM () % 2) 92 if (rndm (2))
92 treasureoptions -= 1; 93 treasureoptions -= 1;
93 else 94 else
94 treasureoptions -= 2; 95 treasureoptions -= 2;
95 } 96 }
96 97
97 /* pick the number of treasures */ 98 /* pick the number of treasures */
98 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
99 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);
100 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
101 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);
102 else 103 else
103 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);
104 105
105 if (num_treasures <= 0) 106 if (num_treasures <= 0)
106 return; 107 return;
107 108
108 /* get the style map */ 109 /* get the style map */
109 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
111 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 }
112 119
113 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
114 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
115 { 122 {
116 123
159 166
160 i = j = -1; 167 i = j = -1;
161 tries = 0; 168 tries = 0;
162 while (i == -1 && tries < 100) 169 while (i == -1 && tries < 100)
163 { 170 {
164 i = RANDOM () % (RP->Xsize - 2) + 1; 171 i = rndm (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1; 172 j = rndm (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP); 173 find_enclosed_spot (map, &i, &j, RP);
167 if (wall_blocked (map, i, j)) 174 if (wall_blocked (map, i, j))
168 i = -1; 175 i = -1;
169 tries++; 176 tries++;
170 } 177 }
186 { /* DIFFUSE treasure layout */ 193 { /* DIFFUSE treasure layout */
187 int ti, i, j; 194 int ti, i, j;
188 195
189 for (ti = 0; ti < num_treasures; ti++) 196 for (ti = 0; ti < num_treasures; ti++)
190 { 197 {
191 i = RANDOM () % (RP->Xsize - 2) + 1; 198 i = rndm (RP->Xsize - 2) + 1;
192 j = RANDOM () % (RP->Ysize - 2) + 1; 199 j = rndm (RP->Ysize - 2) + 1;
193 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 200 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
194 } 201 }
195 } 202 }
196} 203}
197 204
212 if (i == -1) 219 if (i == -1)
213 { 220 {
214 the_chest->destroy (); 221 the_chest->destroy ();
215 return NULL; 222 return NULL;
216 } 223 }
224
217 xl = x + freearr_x[i]; 225 xl = x + freearr_x[i];
218 yl = y + freearr_y[i]; 226 yl = y + freearr_y[i];
219 227
220 /* if the placement is blocked, return a fail. */ 228 /* if the placement is blocked, return a fail. */
221 if (wall_blocked (map, xl, yl)) 229 if (wall_blocked (map, xl, yl))
230 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 238 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
231 239
232 if (tlist != NULL) 240 if (tlist != NULL)
233 for (ti = 0; ti < n_treasures; ti++) 241 for (ti = 0; ti < n_treasures; ti++)
234 { /* use the treasure list */ 242 { /* use the treasure list */
235 object *new_treasure = pick_random_object (style_map); 243 object *new_treasure = style_map->pick_random_object ();
236 244
237 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);
238 } 246 }
239 else 247 else
240 { /* use the style map */ 248 { /* use the style map */
241 the_chest->randomitems = tlist; 249 the_chest->randomitems = tlist;
242 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
243 } 251 }
244#endif 252#endif
245 { /* neither style_map no treasure list given */ 253 { /* neither style_map no treasure list given */
246 treasurelist *tlist = find_treasurelist ("chest"); 254 treasurelist *tlist = treasurelist::find ("chest");
247 255
248 the_chest->randomitems = tlist; 256 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 257 the_chest->stats.hp = n_treasures;
250 } 258 }
251 259
255 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 263 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
256 object *the_trap; 264 object *the_trap;
257 265
258 if (trap_map) 266 if (trap_map)
259 { 267 {
260 the_trap = pick_random_object (trap_map); 268 the_trap = trap_map->pick_random_object ();
261 the_trap->stats.Cha = 10 + RP->difficulty; 269 the_trap->stats.Cha = 10 + RP->difficulty;
262 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 270 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
263 if (the_trap) 271 if (the_trap)
264 { 272 {
265 object *new_trap; 273 object *new_trap;
266 274
267 new_trap = arch_to_object (the_trap->arch); 275 new_trap = arch_to_object (the_trap->arch);
274 } 282 }
275 283
276 /* set the chest lock code, and call the keyplacer routine with 284 /* set the chest lock code, and call the keyplacer routine with
277 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
278 there's only 1 treasure.... */ 286 there's only 1 treasure.... */
279
280 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 287 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
281 { 288 {
282 char keybuf[1024]; 289 char keybuf[1024];
283 290
284 sprintf (keybuf, "%d", (int) RANDOM ()); 291 sprintf (keybuf, "%d", rndm (1000000000));
285 the_chest->slaying = keybuf; 292 the_chest->slaying = keybuf;
286 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 293 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
287 } 294 }
288 295
289 /* actually place the chest. */ 296 /* actually place the chest. */
332 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.
333 340
334 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
335 sure a key is placed on both sides of the door. 342 sure a key is placed on both sides of the door.
336*/ 343*/
337
338int 344int
339keyplace (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)
340{ 346{
341 int i, j; 347 int i, j;
342 int kx, ky; 348 int kx = 0, ky = 0;
343 object *the_keymaster; /* the monster that gets the key. */ 349 object *the_keymaster; /* the monster that gets the key. */
344 object *the_key; 350 object *the_key;
345 351
346 /* get a key and set its keycode */ 352 /* get a key and set its keycode */
347 the_key = get_archetype ("key2"); 353 the_key = get_archetype ("key2");
349 355
350 if (door_flag == PASS_DOORS) 356 if (door_flag == PASS_DOORS)
351 { 357 {
352 int tries = 0; 358 int tries = 0;
353 359
354 the_keymaster = NULL; 360 the_keymaster = 0;
355 while (tries < 15 && the_keymaster == NULL) 361 while (tries < 15 && !the_keymaster)
356 { 362 {
357 i = (RANDOM () % (RP->Xsize - 2)) + 1; 363 i = rndm (RP->Xsize - 2) + 1;
358 j = (RANDOM () % (RP->Ysize - 2)) + 1; 364 j = rndm (RP->Ysize - 2) + 1;
359 tries++; 365 tries++;
360 the_keymaster = find_closest_monster (map, i, j, RP); 366 the_keymaster = find_closest_monster (map, i, j, RP);
361 } 367 }
368
362 /* 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. */
363 if (the_keymaster == NULL) 370 if (!the_keymaster)
364 { 371 {
365 int freeindex; 372 int freeindex;
366 373
367 freeindex = -1; 374 freeindex = -1;
368 for (tries = 0; tries < 15 && freeindex == -1; tries++) 375 for (tries = 0; tries < 15 && freeindex == -1; tries++)
369 { 376 {
370 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 377 kx = rndm (RP->Xsize - 2) + 1;
371 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 378 ky = rndm (RP->Ysize - 2) + 1;
372 freeindex = find_first_free_spot (the_key, map, kx, ky); 379 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
373 } 380 }
374 381
382 // can freeindex ever be < 0?
375 if (freeindex != -1) 383 if (freeindex >= 0)
376 { 384 {
377 kx += freearr_x[freeindex]; 385 kx += freearr_x [freeindex];
378 ky += freearr_y[freeindex]; 386 ky += freearr_y [freeindex];
379 } 387 }
380 } 388 }
381 } 389 }
382 else 390 else
383 { /* NO_PASS_DOORS --we have to work harder. */ 391 { /* NO_PASS_DOORS --we have to work harder. */
387 { 395 {
388 if (wall_blocked (map, x, y)) 396 if (wall_blocked (map, x, y))
389 return 0; 397 return 0;
390 398
391 the_keymaster = find_monster_in_room (map, x, y, RP); 399 the_keymaster = find_monster_in_room (map, x, y, RP);
392 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. */
393 find_spot_in_room (map, x, y, &kx, &ky, RP); 401 find_spot_in_room (map, x, y, &kx, &ky, RP);
394 } 402 }
395 else 403 else
396 { 404 {
397 int sum = 0; /* count how many keys we actually place */ 405 int sum = 0; /* count how many keys we actually place */
399 /* 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. */
400 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);
401 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);
402 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);
403 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
404 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. */
405 { /* diagnoally this time. */ 414 { /* diagonally this time. */
406 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);
407 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);
408 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);
409 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);
410 } 419 }
420
411 return 1; 421 return 1;
412 } 422 }
413 } 423 }
414 424
415 if (the_keymaster == NULL) 425 if (!the_keymaster)
416 { 426 {
417 the_key->x = kx; 427 the_key->x = kx;
418 the_key->y = ky; 428 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0); 429 insert_ob_in_map (the_key, map, NULL, 0);
420 return 1; 430 return 1;
465 return theMonsterToFind; 475 return theMonsterToFind;
466 } 476 }
467 } 477 }
468 478
469 /* 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 */
470 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++)
471 { 481 {
472 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);
473 if (theMonsterToFind != NULL) 483 if (theMonsterToFind != NULL)
474 return theMonsterToFind; 484 return theMonsterToFind;
475 } 485 }
508 free (layout2); 518 free (layout2);
509 519
510 return theMonsterToFind; 520 return theMonsterToFind;
511} 521}
512 522
513
514
515
516/* 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 */
517int *room_free_spots_x; 524int *room_free_spots_x;
518int *room_free_spots_y; 525int *room_free_spots_y;
519int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
520 527
521/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
522a 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
523that datastructure. */ 530that datastructure. */
524
525void 531void
526find_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)
527{ 533{
528 int i, j; 534 int i, j;
529 535
540 /* check off this point */ 546 /* check off this point */
541 layout[x][y] = 1; 547 layout[x][y] = 1;
542 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
543 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
544 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
545 /* 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 */
546 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++)
547 {
548 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);
549 }
550 555
551} 556}
552 557
553/* 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. */
554void 559void
565 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
566 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
567 { 572 {
568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
569 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
570 {
571 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
573 }
574 } 577 }
575 578
576 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
577 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
578 581
579 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
580 { 583 {
581 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
582 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
583 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
584 } 587 }
585 588
586 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
587 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
588 {
589 free (layout2[i]); 591 free (layout2[i]);
590 } 592
591 free (layout2); 593 free (layout2);
592 free (room_free_spots_x); 594 free (room_free_spots_x);
593 free (room_free_spots_y); 595 free (room_free_spots_y);
594} 596}
595 597
596 598
597/* 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
598 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
599 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
600
601void 602void
602find_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)
603{ 604{
604 int x, y; 605 int x, y;
605 int i; 606 int i;
656 *cy = ly; 657 *cy = ly;
657 return; 658 return;
658 } 659 }
659 } 660 }
660 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
661 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);
662 if (i != -1 && i <= SIZEOFFREE1) 663
664 if (i != -1)
663 { 665 {
664 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
665 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
666 return; 668 }
669 else
667 } 670 {
668 /* indicate failure */ 671 /* indicate failure */
672 *cx = -1;
669 *cx = *cy = -1; 673 *cy = -1;
674 }
670} 675}
671
672 676
673void 677void
674remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
675{ 679{
676 object *tmp; 680 object *tmp;
677 681
678 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)
679 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
680 { 684 {
681 if (tmp->head) 685 if (tmp->head)
682 tmp = tmp->head; 686 tmp = tmp->head;
683 tmp->remove (); 687 tmp->remove ();
686 if (tmp == NULL) 690 if (tmp == NULL)
687 break; 691 break;
688 }; 692 };
689} 693}
690 694
691
692/* 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
693 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
694 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
695
696object ** 698object **
697surround_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)
698{ 700{
699 int i; 701 int i;
700 char *doors[2]; 702 const char *doors[2];
701 object **doorlist; 703 object **doorlist;
702 int ndoors_made = 0; 704 int ndoors_made = 0;
703 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 */
704 706
705 /* 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 */
717 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
719 { 721 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 723
722 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
723 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
724 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]);
725 729 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; 730 doorlist[ndoors_made] = new_door;
731 ndoors_made++; 731 ndoors_made++;
732 } 732 }
733 } 733 }
734
734 return doorlist; 735 return doorlist;
735} 736}
736 737
737 738
738/* 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. */
781 } 782 }
782 } 783 }
783 else 784 else
784 { 785 {
785 layout[x][y] = 1; 786 layout[x][y] = 1;
787
786 /* 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 */
787 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 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); 790 find_doors_in_room_recursive (layout, map,
791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
792 doorlist, ndoors, RP);
789 } 793 }
790} 794}
791 795
792/* 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. */
793object ** 797object **
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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