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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.19 by root, Wed Jan 17 12:36:31 2007 UTC vs.
Revision 1.35 by root, Mon Apr 14 22:41:17 2008 UTC

1/* 1/*
2<<<<<<< treasure.C 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * CrossFire, A Multiplayer game
4 * 3 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25=======
26 * CrossFire, A Multiplayer game for X-windows
27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
30 * Copyright (C) 1992 Frank Tore Johansen
31 *
32 * This program is free software; you can redistribute it and/or modify
33 * it under the terms of the GNU General Public License as published by
34 * the Free Software Foundation; either version 2 of the License, or
35 * (at your option) any later version. 11 * (at your option) any later version.
36 * 12 *
37 * 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,
38 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
40 * GNU General Public License for more details. 16 * GNU General Public License for more details.
41 * 17 *
42 * 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
43 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
45 * 20 *
46 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
47 */ 22 */
48>>>>>>> 1.18
49 23
50/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
51 25
52#include <global.h> 26#include <global.h>
53#include <random_map.h> 27#include <random_map.h>
66#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 */
67 41
68#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
69#define PASS_DOORS 1 43#define PASS_DOORS 1
70 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}
71 52
72/* 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
73 * and doors but not monsters. 54 * and doors but not monsters.
74 * This function is not map tile aware. 55 * This function is not map tile aware.
75 */ 56 */
77wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
78{ 59{
79 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
80 return 1; 61 return 1;
81 62
63 m->at (x, y).update ();
82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
83 return r;
84} 65}
85 66
86/* place treasures in the map, given the 67/* place treasures in the map, given the
87map, (required) 68map, (required)
88layout, (required) 69layout, (required)
99 80
100 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
101 if (treasure_style) 82 if (treasure_style)
102 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
103 return; 84 return;
85
104 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
105 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
106 88
107 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
109 { 91 {
110 if (RANDOM () % 2) 92 if (rndm (2))
111 treasureoptions -= 1; 93 treasureoptions -= 1;
112 else 94 else
113 treasureoptions -= 2; 95 treasureoptions -= 2;
114 } 96 }
115 97
116 /* pick the number of treasures */ 98 /* pick the number of treasures */
117 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
118 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);
119 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
120 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);
121 else 103 else
122 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);
123 105
124 if (num_treasures <= 0) 106 if (num_treasures <= 0)
125 return; 107 return;
126 108
127 /* get the style map */ 109 /* get the style map */
128 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
130 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
131 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
132 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
133 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
134 { 122 {
135
136 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
137 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
138 { 125 {
139 case LAYOUT_ONION: 126 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
148 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
149 { 136 {
150 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 { 138 {
152 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest; 140 object *chest;
155 141
156 if (tdiv == 3) 142 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
158 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
159 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147
160 if (!chest) 148 if (!chest)
161 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
162 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
163 { 152 {
164 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist); 155 free (doorlist);
167 } 156 }
168 } 157 }
169 } 158 }
178 167
179 i = j = -1; 168 i = j = -1;
180 tries = 0; 169 tries = 0;
181 while (i == -1 && tries < 100) 170 while (i == -1 && tries < 100)
182 { 171 {
183 i = RANDOM () % (RP->Xsize - 2) + 1; 172 i = rndm (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1; 173 j = rndm (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP); 174 find_enclosed_spot (map, &i, &j, RP);
175
186 if (wall_blocked (map, i, j)) 176 if (wall_blocked (map, i, j))
187 i = -1; 177 i = -1;
178
188 tries++; 179 tries++;
189 } 180 }
181
190 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 182 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
183
191 if (!chest) 184 if (!chest)
192 return; 185 return;
186
193 i = chest->x; 187 i = chest->x;
194 j = chest->y; 188 j = chest->y;
195 if (treasureoptions & (DOORED | HIDDEN)) 189 if (treasureoptions & (DOORED | HIDDEN))
196 { 190 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 191 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
205 { /* DIFFUSE treasure layout */ 199 { /* DIFFUSE treasure layout */
206 int ti, i, j; 200 int ti, i, j;
207 201
208 for (ti = 0; ti < num_treasures; ti++) 202 for (ti = 0; ti < num_treasures; ti++)
209 { 203 {
210 i = RANDOM () % (RP->Xsize - 2) + 1; 204 i = rndm (RP->Xsize - 2) + 1;
211 j = RANDOM () % (RP->Ysize - 2) + 1; 205 j = rndm (RP->Ysize - 2) + 1;
212 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 206 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
213 } 207 }
214 } 208 }
215} 209}
216 210
217/* put a chest into the map, near x and y, with the treasure style 211/* put a chest into the map, near x and y, with the treasure style
218 determined (may be null, or may be a treasure list from lib/treasures, 212 determined (may be null, or may be a treasure list from lib/treasures,
219 if the global variable "treasurestyle" is set to that treasure list's name */ 213 if the global variable "treasurestyle" is set to that treasure list's name */
220
221object * 214object *
222place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 215place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
223{ 216{
224 object *the_chest; 217 object *the_chest;
225 int i, xl, yl; 218 int i, xl, yl;
250 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 243 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251 244
252 if (tlist != NULL) 245 if (tlist != NULL)
253 for (ti = 0; ti < n_treasures; ti++) 246 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */ 247 { /* use the treasure list */
255 object *new_treasure = pick_random_object (style_map); 248 object *new_treasure = style_map->pick_random_object ();
256 249
257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 250 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
258 } 251 }
259 else 252 else
260 { /* use the style map */ 253 { /* use the style map */
261 the_chest->randomitems = tlist; 254 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures; 255 the_chest->stats.hp = n_treasures;
263 } 256 }
264#endif 257#endif
265 { /* neither style_map no treasure list given */ 258 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest"); 259 treasurelist *tlist = treasurelist::find ("chest");
267 260
268 the_chest->randomitems = tlist; 261 the_chest->randomitems = tlist;
269 the_chest->stats.hp = n_treasures; 262 the_chest->stats.hp = n_treasures;
270 } 263 }
271 264
275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 268 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
276 object *the_trap; 269 object *the_trap;
277 270
278 if (trap_map) 271 if (trap_map)
279 { 272 {
280 the_trap = pick_random_object (trap_map); 273 the_trap = trap_map->pick_random_object ();
281 the_trap->stats.Cha = 10 + RP->difficulty; 274 the_trap->stats.Cha = 10 + RP->difficulty;
282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 275 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
283 if (the_trap) 276 if (the_trap)
284 { 277 {
285 object *new_trap; 278 object *new_trap;
286 279
287 new_trap = arch_to_object (the_trap->arch); 280 new_trap = arch_to_object (the_trap->arch);
294 } 287 }
295 288
296 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
297 the lockcode. It's not worth bothering to lock the chest if 290 the lockcode. It's not worth bothering to lock the chest if
298 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
299
300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 { 293 {
302 char keybuf[1024]; 294 char keybuf[1024];
303 295
304 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
305 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
307 } 299 }
308 300
309 /* actually place the chest. */ 301 /* actually place the chest. */
371 int tries = 0; 363 int tries = 0;
372 364
373 the_keymaster = 0; 365 the_keymaster = 0;
374 while (tries < 15 && !the_keymaster) 366 while (tries < 15 && !the_keymaster)
375 { 367 {
376 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
377 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
378 tries++; 370 tries++;
379 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
380 } 372 }
381 373
382 /* if we don't find a good keymaster, drop the key on the ground. */ 374 /* if we don't find a good keymaster, drop the key on the ground. */
385 int freeindex; 377 int freeindex;
386 378
387 freeindex = -1; 379 freeindex = -1;
388 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 { 381 {
390 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
391 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
393 } 385 }
394 386
395 // can freeindex ever be < 0? 387 // can freeindex ever be < 0?
396 if (freeindex >= 0) 388 if (freeindex >= 0)
441 the_key->y = ky; 433 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
443 return 1; 435 return 1;
444 } 436 }
445 437
446 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
447 return 1; 439 return 1;
448} 440}
449 441
450 442
451 443
488 return theMonsterToFind; 480 return theMonsterToFind;
489 } 481 }
490 } 482 }
491 483
492 /* now search all the 8 squares around recursively for a monster,in random order */ 484 /* now search all the 8 squares around recursively for a monster,in random order */
493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 { 486 {
495 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
496 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
497 return theMonsterToFind; 489 return theMonsterToFind;
498 } 490 }
514 /* allocate and copy the layout, converting C to 0. */ 506 /* allocate and copy the layout, converting C to 0. */
515 for (i = 0; i < RP->Xsize; i++) 507 for (i = 0; i < RP->Xsize; i++)
516 { 508 {
517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 509 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
518 for (j = 0; j < RP->Ysize; j++) 510 for (j = 0; j < RP->Ysize; j++)
519 {
520 if (wall_blocked (map, i, j)) 511 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#'; 512 layout2[i][j] = '#';
522 }
523 } 513 }
514
524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 515 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
525 516
526 /* deallocate the temp. layout */ 517 /* deallocate the temp. layout */
527 for (i = 0; i < RP->Xsize; i++) 518 for (i = 0; i < RP->Xsize; i++)
528 {
529 free (layout2[i]); 519 free (layout2[i]);
530 } 520
531 free (layout2); 521 free (layout2);
532 522
533 return theMonsterToFind; 523 return theMonsterToFind;
534} 524}
535 525
561 room_free_spots_x[number_of_free_spots_in_room] = x; 551 room_free_spots_x[number_of_free_spots_in_room] = x;
562 room_free_spots_y[number_of_free_spots_in_room] = y; 552 room_free_spots_y[number_of_free_spots_in_room] = y;
563 number_of_free_spots_in_room++; 553 number_of_free_spots_in_room++;
564 554
565 /* now search all the 8 squares around recursively for free spots,in random order */ 555 /* now search all the 8 squares around recursively for free spots,in random order */
566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 556 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 557 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
568 558
569} 559}
570 560
571/* find a random non-blocked spot in this room to drop a key. */ 561/* find a random non-blocked spot in this room to drop a key. */
592 /* setup num_free_spots and room_free_spots */ 582 /* setup num_free_spots and room_free_spots */
593 find_spot_in_room_recursive (layout2, x, y, RP); 583 find_spot_in_room_recursive (layout2, x, y, RP);
594 584
595 if (number_of_free_spots_in_room > 0) 585 if (number_of_free_spots_in_room > 0)
596 { 586 {
597 i = RANDOM () % number_of_free_spots_in_room; 587 i = rndm (number_of_free_spots_in_room);
598 *kx = room_free_spots_x[i]; 588 *kx = room_free_spots_x[i];
599 *ky = room_free_spots_y[i]; 589 *ky = room_free_spots_y[i];
600 } 590 }
601 591
602 /* deallocate the temp. layout */ 592 /* deallocate the temp. layout */
670 *cy = ly; 660 *cy = ly;
671 return; 661 return;
672 } 662 }
673 } 663 }
674 /* give up and return the closest free spot. */ 664 /* give up and return the closest free spot. */
675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 665 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
676 666
677 if (i != -1) 667 if (i != -1)
678 { 668 {
679 *cx = x + freearr_x[i]; 669 *cx = x + freearr_x[i];
680 *cy = y + freearr_y[i]; 670 *cy = y + freearr_y[i];
685 *cx = -1; 675 *cx = -1;
686 *cy = -1; 676 *cy = -1;
687 } 677 }
688} 678}
689 679
690
691void 680void
692remove_monsters (int x, int y, maptile *map) 681remove_monsters (int x, int y, maptile *map)
693{ 682{
694 object *tmp; 683 object *tmp;
695 684
696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 685 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
697 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 if (QUERY_FLAG (tmp, FLAG_ALIVE))
698 { 687 {
699 if (tmp->head) 688 if (tmp->head)
700 tmp = tmp->head; 689 tmp = tmp->head;
701 tmp->remove (); 690 tmp->remove ();
704 if (tmp == NULL) 693 if (tmp == NULL)
705 break; 694 break;
706 }; 695 };
707} 696}
708 697
709
710/* surrounds the point x,y by doors, so as to enclose something, like 698/* surrounds the point x,y by doors, so as to enclose something, like
711 a chest. It only goes as far as the 8 squares surrounding, and 699 a chest. It only goes as far as the 8 squares surrounding, and
712 it'll remove any monsters it finds.*/ 700 it'll remove any monsters it finds.*/
713
714object ** 701object **
715surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{ 703{
717 int i; 704 int i;
718 char *doors[2]; 705 const char *doors[2];
719 object **doorlist; 706 object **doorlist;
720 int ndoors_made = 0; 707 int ndoors_made = 0;
721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
722 709
723 /* this is a list we pick from, for horizontal and vertical doors */ 710 /* this is a list we pick from, for horizontal and vertical doors */
735 /* place doors in all the 8 adjacent unblocked squares. */ 722 /* place doors in all the 8 adjacent unblocked squares. */
736 for (i = 1; i < 9; i++) 723 for (i = 1; i < 9; i++)
737 { 724 {
738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
739 726
740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 727 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
741 { /* place a door */ 728 { /* place a door */
729 remove_monsters (x1, y1, map);
730
742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 731 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
743 732 map->insert (new_door, x1, y1);
744 new_door->x = x + freearr_x[i];
745 new_door->y = y + freearr_y[i];
746 remove_monsters (new_door->x, new_door->y, map);
747 insert_ob_in_map (new_door, map, NULL, 0);
748 doorlist[ndoors_made] = new_door; 733 doorlist[ndoors_made] = new_door;
749 ndoors_made++; 734 ndoors_made++;
750 } 735 }
751 } 736 }
737
752 return doorlist; 738 return doorlist;
753} 739}
754 740
755 741
756/* returns the first door in this square, or NULL if there isn't a door. */ 742/* returns the first door in this square, or NULL if there isn't a door. */
762 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp; 750 return tmp;
765 return NULL; 751 return NULL;
766} 752}
767
768 753
769/* the workhorse routine, which finds the doors in a room */ 754/* the workhorse routine, which finds the doors in a room */
770void 755void
771find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 756find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
772{ 757{
787 layout[x][y] = 1; 772 layout[x][y] = 1;
788 door = door_in_square (map, x, y); 773 door = door_in_square (map, x, y);
789 if (door) 774 if (door)
790 { 775 {
791 doorlist[*ndoors] = door; 776 doorlist[*ndoors] = door;
777
792 if (*ndoors > 1022) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
793 { 779 {
794 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
795 return; 781 return;
796 } 782 }
799 } 785 }
800 } 786 }
801 else 787 else
802 { 788 {
803 layout[x][y] = 1; 789 layout[x][y] = 1;
790
804 /* now search all the 8 squares around recursively for free spots,in random order */ 791 /* now search all the 8 squares around recursively for free spots,in random order */
805 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 792 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 793 find_doors_in_room_recursive (layout, map,
794 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 doorlist, ndoors, RP);
807 } 796 }
808} 797}
809 798
810/* find a random non-blocked spot in this room to drop a key. */ 799/* find a random non-blocked spot in this room to drop a key. */
811object ** 800object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 801find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
813{ 802{
814 char **layout2;
815 object **doorlist;
816 int i, j; 803 int i, j;
817 int ndoors = 0; 804 int ndoors = 0;
818 805
819 doorlist = (object **) calloc (sizeof (int), 1024); 806 object **doorlist = (object **)calloc (sizeof (int), 1024);
820 807
821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 808 MazeData layout2 (RP->Xsize, RP->Ysize);
809
822 /* allocate and copy the layout, converting C to 0. */ 810 /* allocate and copy the layout, converting C to 0. */
823 for (i = 0; i < RP->Xsize; i++) 811 for (i = 0; i < RP->Xsize; i++)
824 {
825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
826 for (j = 0; j < RP->Ysize; j++) 812 for (j = 0; j < RP->Ysize; j++)
827 {
828 if (wall_blocked (map, i, j)) 813 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#'; 814 layout2[i][j] = '#';
830 }
831 }
832 815
833 /* setup num_free_spots and room_free_spots */ 816 /* setup num_free_spots and room_free_spots */
834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 817 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
835 818
836 /* deallocate the temp. layout */
837 for (i = 0; i < RP->Xsize; i++)
838 free (layout2[i]);
839
840 free (layout2);
841 return doorlist; 819 return doorlist;
842} 820}
843
844
845 821
846/* locks and/or hides all the doors in doorlist, or does nothing if 822/* locks and/or hides all the doors in doorlist, or does nothing if
847 opts doesn't say to lock/hide doors. */ 823 opts doesn't say to lock/hide doors. */
848
849void 824void
850lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
851{ 826{
852 object *door; 827 object *door;
853 int i; 828 int i;
867 new_door->y = door->y; 842 new_door->y = door->y;
868 door->remove (); 843 door->remove ();
869 door->destroy (); 844 door->destroy ();
870 doorlist[i] = new_door; 845 doorlist[i] = new_door;
871 insert_ob_in_map (new_door, map, NULL, 0); 846 insert_ob_in_map (new_door, map, NULL, 0);
872 sprintf (keybuf, "%d", (int) RANDOM ()); 847 sprintf (keybuf, "%d", rndm (1000000000));
873 new_door->slaying = keybuf; 848 new_door->slaying = keybuf;
874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
875 } 850 }
876 } 851 }
877 852

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