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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 1.31 by root, Sun Aug 26 15:31:04 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 }
381
382 // can freeindex ever be < 0?
374 if (freeindex != -1) 383 if (freeindex >= 0)
375 { 384 {
376 kx += freearr_x[freeindex]; 385 kx += freearr_x [freeindex];
377 ky += freearr_y[freeindex]; 386 ky += freearr_y [freeindex];
378 } 387 }
379 } 388 }
380 } 389 }
381 else 390 else
382 { /* NO_PASS_DOORS --we have to work harder. */ 391 { /* NO_PASS_DOORS --we have to work harder. */
384 NO_PASS_DOORS is set. */ 393 NO_PASS_DOORS is set. */
385 if (n_keys == 1) 394 if (n_keys == 1)
386 { 395 {
387 if (wall_blocked (map, x, y)) 396 if (wall_blocked (map, x, y))
388 return 0; 397 return 0;
398
389 the_keymaster = find_monster_in_room (map, x, y, RP); 399 the_keymaster = find_monster_in_room (map, x, y, RP);
390 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. */
391 find_spot_in_room (map, x, y, &kx, &ky, RP); 401 find_spot_in_room (map, x, y, &kx, &ky, RP);
392 } 402 }
393 else 403 else
394 { 404 {
395 int sum = 0; /* count how many keys we actually place */ 405 int sum = 0; /* count how many keys we actually place */
397 /* 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. */
398 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);
399 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);
400 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);
401 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
402 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. */
403 { /* diagnoally this time. */ 414 { /* diagonally this time. */
404 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);
405 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);
406 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);
407 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);
408 } 419 }
420
409 return 1; 421 return 1;
410 } 422 }
411 } 423 }
412 424
413 if (the_keymaster == NULL) 425 if (!the_keymaster)
414 { 426 {
415 the_key->x = kx; 427 the_key->x = kx;
416 the_key->y = ky; 428 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 429 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 430 return 1;
419 } 431 }
420 432
421 insert_ob_in_ob (the_key, the_keymaster); 433 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 434 return 1;
423} 435}
424 436
425 437
426 438
463 return theMonsterToFind; 475 return theMonsterToFind;
464 } 476 }
465 } 477 }
466 478
467 /* 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 */
468 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++)
469 { 481 {
470 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);
471 if (theMonsterToFind != NULL) 483 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 484 return theMonsterToFind;
473 } 485 }
506 free (layout2); 518 free (layout2);
507 519
508 return theMonsterToFind; 520 return theMonsterToFind;
509} 521}
510 522
511
512
513
514/* 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 */
515int *room_free_spots_x; 524int *room_free_spots_x;
516int *room_free_spots_y; 525int *room_free_spots_y;
517int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
518 527
519/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
520a 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
521that datastructure. */ 530that datastructure. */
522
523void 531void
524find_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)
525{ 533{
526 int i, j; 534 int i, j;
527 535
538 /* check off this point */ 546 /* check off this point */
539 layout[x][y] = 1; 547 layout[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
541 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
543 /* 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 */
544 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++)
545 {
546 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);
547 }
548 555
549} 556}
550 557
551/* 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. */
552void 559void
563 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
564 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
565 { 572 {
566 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
567 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
568 {
569 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
570 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
571 }
572 } 577 }
573 578
574 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
576 581
577 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
578 { 583 {
579 i = RANDOM () % number_of_free_spots_in_room; 584 i = rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
582 } 587 }
583 588
584 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
585 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
586 {
587 free (layout2[i]); 591 free (layout2[i]);
588 } 592
589 free (layout2); 593 free (layout2);
590 free (room_free_spots_x); 594 free (room_free_spots_x);
591 free (room_free_spots_y); 595 free (room_free_spots_y);
592} 596}
593 597
594 598
595/* 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
596 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
597 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
598
599void 602void
600find_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)
601{ 604{
602 int x, y; 605 int x, y;
603 int i; 606 int i;
654 *cy = ly; 657 *cy = ly;
655 return; 658 return;
656 } 659 }
657 } 660 }
658 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
659 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);
660 if (i != -1 && i <= SIZEOFFREE1) 663
664 if (i != -1)
661 { 665 {
662 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
663 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
664 return; 668 }
669 else
665 } 670 {
666 /* indicate failure */ 671 /* indicate failure */
672 *cx = -1;
667 *cx = *cy = -1; 673 *cy = -1;
674 }
668} 675}
669
670 676
671void 677void
672remove_monsters (int x, int y, maptile *map) 678remove_monsters (int x, int y, maptile *map)
673{ 679{
674 object *tmp; 680 object *tmp;
675 681
676 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)
677 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
678 { 684 {
679 if (tmp->head) 685 if (tmp->head)
680 tmp = tmp->head; 686 tmp = tmp->head;
681 tmp->remove (); 687 tmp->remove ();
684 if (tmp == NULL) 690 if (tmp == NULL)
685 break; 691 break;
686 }; 692 };
687} 693}
688 694
689
690/* 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
691 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
692 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
693
694object ** 698object **
695surround_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)
696{ 700{
697 int i; 701 int i;
698 char *doors[2]; 702 const char *doors[2];
699 object **doorlist; 703 object **doorlist;
700 int ndoors_made = 0; 704 int ndoors_made = 0;
701 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 */
702 706
703 /* 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 */
715 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
716 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
717 { 721 {
718 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
719 723
720 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
721 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
722 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]);
723 729 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; 730 doorlist[ndoors_made] = new_door;
729 ndoors_made++; 731 ndoors_made++;
730 } 732 }
731 } 733 }
734
732 return doorlist; 735 return doorlist;
733} 736}
734 737
735 738
736/* 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. */
779 } 782 }
780 } 783 }
781 else 784 else
782 { 785 {
783 layout[x][y] = 1; 786 layout[x][y] = 1;
787
784 /* 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 */
785 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 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); 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);
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 **
847 new_door->y = door->y; 853 new_door->y = door->y;
848 door->remove (); 854 door->remove ();
849 door->destroy (); 855 door->destroy ();
850 doorlist[i] = new_door; 856 doorlist[i] = new_door;
851 insert_ob_in_map (new_door, map, NULL, 0); 857 insert_ob_in_map (new_door, map, NULL, 0);
852 sprintf (keybuf, "%d", (int) RANDOM ()); 858 sprintf (keybuf, "%d", rndm (1000000000));
853 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
854 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);
855 } 861 }
856 } 862 }
857 863

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