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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
26 25
27#include <global.h> 26#include <global.h>
41#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 */
42 41
43#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 43#define PASS_DOORS 1
45 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}
46 52
47/* 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
48 * and doors but not monsters. 54 * and doors but not monsters.
49 * This function is not map tile aware. 55 * This function is not map tile aware.
50 */ 56 */
52wall_blocked (maptile *m, int x, int y) 58wall_blocked (maptile *m, int x, int y)
53{ 59{
54 if (OUT_OF_REAL_MAP (m, x, y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
55 return 1; 61 return 1;
56 62
63 m->at (x, y).update ();
57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
58 return r;
59} 65}
60 66
61/* place treasures in the map, given the 67/* place treasures in the map, given the
62map, (required) 68map, (required)
63layout, (required) 69layout, (required)
74 80
75 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
76 if (treasure_style) 82 if (treasure_style)
77 if (!strcmp (treasure_style, "none")) 83 if (!strcmp (treasure_style, "none"))
78 return; 84 return;
85
79 if (treasureoptions <= 0) 86 if (treasureoptions <= 0)
80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 87 treasureoptions = rndm (2 * LAST_OPTION);
81 88
82 /* filter out the mutually exclusive options */ 89 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 91 {
85 if (RANDOM () % 2) 92 if (rndm (2))
86 treasureoptions -= 1; 93 treasureoptions -= 1;
87 else 94 else
88 treasureoptions -= 2; 95 treasureoptions -= 2;
89 } 96 }
90 97
91 /* pick the number of treasures */ 98 /* pick the number of treasures */
92 if (treasureoptions & SPARSE) 99 if (treasureoptions & SPARSE)
93 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);
94 else if (treasureoptions & RICH) 101 else if (treasureoptions & RICH)
95 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);
96 else 103 else
97 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);
98 105
99 if (num_treasures <= 0) 106 if (num_treasures <= 0)
100 return; 107 return;
101 108
102 /* get the style map */ 109 /* get the style map */
103 sprintf (styledirname, "%s", "/styles/treasurestyles"); 110 sprintf (styledirname, "%s", "/styles/treasurestyles");
104 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
105 style_map = find_style (styledirname, treasure_style, -1); 112 style_map = find_style (styledirname, treasure_style, -1);
106 113
114 if (!style_map)
115 {
116 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
117 return;
118 }
119
107 /* all the treasure at one spot in the map. */ 120 /* all the treasure at one spot in the map. */
108 if (treasureoptions & CONCENTRATED) 121 if (treasureoptions & CONCENTRATED)
109 { 122 {
110
111 /* map_layout_style global, and is previously set */ 123 /* map_layout_style global, and is previously set */
112 switch (RP->map_layout_style) 124 switch (RP->map_layout_style)
113 { 125 {
114 case LAYOUT_ONION: 126 case LAYOUT_ONION:
115 case LAYOUT_SPIRAL: 127 case LAYOUT_SPIRAL:
123 for (j = 0; j < RP->Ysize; j++) 135 for (j = 0; j < RP->Ysize; j++)
124 { 136 {
125 if (layout[i][j] == 'C' || layout[i][j] == '>') 137 if (layout[i][j] == 'C' || layout[i][j] == '>')
126 { 138 {
127 int tdiv = RP->symmetry_used; 139 int tdiv = RP->symmetry_used;
128 object **doorlist;
129 object *chest; 140 object *chest;
130 141
131 if (tdiv == 3) 142 if (tdiv == 3)
132 tdiv = 2; /* this symmetry uses a divisor of 2 */ 143 tdiv = 2; /* this symmetry uses a divisor of 2 */
144
133 /* don't put a chest on an exit. */ 145 /* don't put a chest on an exit. */
134 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
135 if (!chest) 148 if (!chest)
136 continue; /* if no chest was placed NEXT */ 149 continue; /* if no chest was placed NEXT */
150
137 if (treasureoptions & (DOORED | HIDDEN)) 151 if (treasureoptions & (DOORED | HIDDEN))
138 { 152 {
139 doorlist = find_doors_in_room (map, i, j, RP); 153 object **doorlist = find_doors_in_room (map, i, j, RP);
140 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 154 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
141 free (doorlist); 155 free (doorlist);
142 } 156 }
143 } 157 }
144 } 158 }
145 } 159 }
146 break; 160 break;
147 } 161 }
162
148 default: 163 default:
149 { 164 {
150 int i, j, tries; 165 int i, j, tries;
151 object *chest; 166 object *chest;
152 object **doorlist; 167 object **doorlist;
153 168
154 i = j = -1; 169 i = j = -1;
155 tries = 0; 170 tries = 0;
156 while (i == -1 && tries < 100) 171 while (i == -1 && tries < 100)
157 { 172 {
158 i = RANDOM () % (RP->Xsize - 2) + 1; 173 i = rndm (RP->Xsize - 2) + 1;
159 j = RANDOM () % (RP->Ysize - 2) + 1; 174 j = rndm (RP->Ysize - 2) + 1;
160 find_enclosed_spot (map, &i, &j, RP); 175 find_enclosed_spot (map, &i, &j, RP);
176
161 if (wall_blocked (map, i, j)) 177 if (wall_blocked (map, i, j))
162 i = -1; 178 i = -1;
179
163 tries++; 180 tries++;
164 } 181 }
182
165 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 183 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
184
166 if (!chest) 185 if (!chest)
167 return; 186 return;
187
168 i = chest->x; 188 i = chest->x;
169 j = chest->y; 189 j = chest->y;
170 if (treasureoptions & (DOORED | HIDDEN)) 190 if (treasureoptions & (DOORED | HIDDEN))
171 { 191 {
172 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
180 { /* DIFFUSE treasure layout */ 200 { /* DIFFUSE treasure layout */
181 int ti, i, j; 201 int ti, i, j;
182 202
183 for (ti = 0; ti < num_treasures; ti++) 203 for (ti = 0; ti < num_treasures; ti++)
184 { 204 {
185 i = RANDOM () % (RP->Xsize - 2) + 1; 205 i = rndm (RP->Xsize - 2) + 1;
186 j = RANDOM () % (RP->Ysize - 2) + 1; 206 j = rndm (RP->Ysize - 2) + 1;
187 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 207 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
188 } 208 }
189 } 209 }
190} 210}
191 211
192/* put a chest into the map, near x and y, with the treasure style 212/* put a chest into the map, near x and y, with the treasure style
193 determined (may be null, or may be a treasure list from lib/treasures, 213 determined (may be null, or may be a treasure list from lib/treasures,
194 if the global variable "treasurestyle" is set to that treasure list's name */ 214 if the global variable "treasurestyle" is set to that treasure list's name */
195
196object * 215object *
197place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
198{ 217{
199 object *the_chest; 218 object *the_chest;
200 int i, xl, yl; 219 int i, xl, yl;
225 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 244 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
226 245
227 if (tlist != NULL) 246 if (tlist != NULL)
228 for (ti = 0; ti < n_treasures; ti++) 247 for (ti = 0; ti < n_treasures; ti++)
229 { /* use the treasure list */ 248 { /* use the treasure list */
230 object *new_treasure = pick_random_object (style_map); 249 object *new_treasure = style_map->pick_random_object ();
231 250
232 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 251 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
233 } 252 }
234 else 253 else
235 { /* use the style map */ 254 { /* use the style map */
236 the_chest->randomitems = tlist; 255 the_chest->randomitems = tlist;
237 the_chest->stats.hp = n_treasures; 256 the_chest->stats.hp = n_treasures;
238 } 257 }
239#endif 258#endif
240 { /* neither style_map no treasure list given */ 259 { /* neither style_map no treasure list given */
241 treasurelist *tlist = find_treasurelist ("chest"); 260 treasurelist *tlist = treasurelist::find ("chest");
242 261
243 the_chest->randomitems = tlist; 262 the_chest->randomitems = tlist;
244 the_chest->stats.hp = n_treasures; 263 the_chest->stats.hp = n_treasures;
245 } 264 }
246 265
247 /* stick a trap in the chest if required */ 266 /* stick a trap in the chest if required */
248 if (treasureoptions & TRAPPED) 267 if (treasureoptions & TRAPPED)
249 { 268 {
250 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
251 object *the_trap;
252 270
253 if (trap_map) 271 if (trap_map)
254 { 272 {
255 the_trap = pick_random_object (trap_map); 273 object *the_trap = trap_map->pick_random_object ();
274
256 the_trap->stats.Cha = 10 + RP->difficulty; 275 the_trap->stats.Cha = 10 + RP->difficulty;
257 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 276 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277
258 if (the_trap) 278 if (the_trap)
259 { 279 {
260 object *new_trap; 280 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
261 281
262 new_trap = arch_to_object (the_trap->arch);
263 new_trap->copy_to (the_trap);
264 new_trap->x = x; 282 new_trap->x = x;
265 new_trap->y = y; 283 new_trap->y = y;
266 insert_ob_in_ob (new_trap, the_chest); 284 insert_ob_in_ob (new_trap, the_chest);
267 } 285 }
268 } 286 }
269 } 287 }
270 288
271 /* set the chest lock code, and call the keyplacer routine with 289 /* set the chest lock code, and call the keyplacer routine with
272 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
273 there's only 1 treasure.... */ 291 there's only 1 treasure.... */
274
275 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
276 { 293 {
277 char keybuf[1024]; 294 char keybuf[1024];
278 295
279 sprintf (keybuf, "%d", (int) RANDOM ()); 296 sprintf (keybuf, "%d", rndm (1000000000));
280 the_chest->slaying = keybuf; 297 the_chest->slaying = keybuf;
281 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
282 } 299 }
283 300
284 /* actually place the chest. */ 301 /* actually place the chest. */
346 int tries = 0; 363 int tries = 0;
347 364
348 the_keymaster = 0; 365 the_keymaster = 0;
349 while (tries < 15 && !the_keymaster) 366 while (tries < 15 && !the_keymaster)
350 { 367 {
351 i = (RANDOM () % (RP->Xsize - 2)) + 1; 368 i = rndm (RP->Xsize - 2) + 1;
352 j = (RANDOM () % (RP->Ysize - 2)) + 1; 369 j = rndm (RP->Ysize - 2) + 1;
353 tries++; 370 tries++;
354 the_keymaster = find_closest_monster (map, i, j, RP); 371 the_keymaster = find_closest_monster (map, i, j, RP);
355 } 372 }
356 373
357 /* 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. */
360 int freeindex; 377 int freeindex;
361 378
362 freeindex = -1; 379 freeindex = -1;
363 for (tries = 0; tries < 15 && freeindex == -1; tries++) 380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
364 { 381 {
365 kx = (RANDOM () % (RP->Xsize - 2)) + 1; 382 kx = rndm (RP->Xsize - 2) + 1;
366 ky = (RANDOM () % (RP->Ysize - 2)) + 1; 383 ky = rndm (RP->Ysize - 2) + 1;
367 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);
368 } 385 }
369 386
370 // can freeindex ever be < 0? 387 // can freeindex ever be < 0?
371 if (freeindex >= 0) 388 if (freeindex >= 0)
416 the_key->y = ky; 433 the_key->y = ky;
417 insert_ob_in_map (the_key, map, NULL, 0); 434 insert_ob_in_map (the_key, map, NULL, 0);
418 return 1; 435 return 1;
419 } 436 }
420 437
421 insert_ob_in_ob (the_key, the_keymaster); 438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
422 return 1; 439 return 1;
423} 440}
424 441
425 442
426 443
463 return theMonsterToFind; 480 return theMonsterToFind;
464 } 481 }
465 } 482 }
466 483
467 /* 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 */
468 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++)
469 { 486 {
470 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);
471 if (theMonsterToFind != NULL) 488 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 489 return theMonsterToFind;
473 } 490 }
491
474 return theMonsterToFind; 492 return theMonsterToFind;
475} 493}
476
477 494
478/* sets up some data structures: the _recursive form does the 495/* sets up some data structures: the _recursive form does the
479 real work. */ 496 real work. */
480
481object * 497object *
482find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
483{ 499{
484 char **layout2; 500 Layout layout2 (RP);
485 int i, j; 501
502 layout2->clear ();
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++)
506 for (int j = 0; j < layout2->h; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
486 509
487 theMonsterToFind = 0; 510 theMonsterToFind = 0;
488 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
489 /* allocate and copy the layout, converting C to 0. */
490 for (i = 0; i < RP->Xsize; i++)
491 {
492 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
493 for (j = 0; j < RP->Ysize; j++)
494 {
495 if (wall_blocked (map, i, j))
496 layout2[i][j] = '#';
497 }
498 }
499 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
500 512
501 /* deallocate the temp. layout */ 513 layout2.free ();
502 for (i = 0; i < RP->Xsize; i++)
503 {
504 free (layout2[i]);
505 }
506 free (layout2);
507 514
508 return theMonsterToFind; 515 return theMonsterToFind;
509} 516}
510 517
511/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
536 room_free_spots_x[number_of_free_spots_in_room] = x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
539 546
540 /* now search all the 8 squares around recursively for free spots,in random order */ 547 /* now search all the 8 squares around recursively for free spots,in random order */
541 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
542 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
543 550
544} 551}
545 552
546/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
567 /* setup num_free_spots and room_free_spots */ 574 /* setup num_free_spots and room_free_spots */
568 find_spot_in_room_recursive (layout2, x, y, RP); 575 find_spot_in_room_recursive (layout2, x, y, RP);
569 576
570 if (number_of_free_spots_in_room > 0) 577 if (number_of_free_spots_in_room > 0)
571 { 578 {
572 i = RANDOM () % number_of_free_spots_in_room; 579 i = rndm (number_of_free_spots_in_room);
573 *kx = room_free_spots_x[i]; 580 *kx = room_free_spots_x[i];
574 *ky = room_free_spots_y[i]; 581 *ky = room_free_spots_y[i];
575 } 582 }
576 583
577 /* deallocate the temp. layout */ 584 /* deallocate the temp. layout */
645 *cy = ly; 652 *cy = ly;
646 return; 653 return;
647 } 654 }
648 } 655 }
649 /* give up and return the closest free spot. */ 656 /* give up and return the closest free spot. */
650 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); 657 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1);
651 658
652 if (i != -1) 659 if (i != -1)
653 { 660 {
654 *cx = x + freearr_x[i]; 661 *cx = x + freearr_x[i];
655 *cy = y + freearr_y[i]; 662 *cy = y + freearr_y[i];
660 *cx = -1; 667 *cx = -1;
661 *cy = -1; 668 *cy = -1;
662 } 669 }
663} 670}
664 671
665
666void 672void
667remove_monsters (int x, int y, maptile *map) 673remove_monsters (int x, int y, maptile *map)
668{ 674{
669 object *tmp; 675 object *tmp;
670 676
671 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
672 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
673 { 679 {
674 if (tmp->head) 680 if (tmp->head)
675 tmp = tmp->head; 681 tmp = tmp->head;
676 tmp->remove (); 682 tmp->remove ();
679 if (tmp == NULL) 685 if (tmp == NULL)
680 break; 686 break;
681 }; 687 };
682} 688}
683 689
684
685/* surrounds the point x,y by doors, so as to enclose something, like 690/* surrounds the point x,y by doors, so as to enclose something, like
686 a chest. It only goes as far as the 8 squares surrounding, and 691 a chest. It only goes as far as the 8 squares surrounding, and
687 it'll remove any monsters it finds.*/ 692 it'll remove any monsters it finds.*/
688
689object ** 693object **
690surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
691{ 695{
692 int i; 696 int i;
693 char *doors[2]; 697 const char *doors[2];
694 object **doorlist; 698 object **doorlist;
695 int ndoors_made = 0; 699 int ndoors_made = 0;
696 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
697 701
698 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
710 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 715 for (i = 1; i < 9; i++)
712 { 716 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
714 718
715 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 719 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
716 { /* place a door */ 720 { /* place a door */
721 remove_monsters (x1, y1, map);
722
717 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 723 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
718 724 map->insert (new_door, x1, y1);
719 new_door->x = x + freearr_x[i];
720 new_door->y = y + freearr_y[i];
721 remove_monsters (new_door->x, new_door->y, map);
722 insert_ob_in_map (new_door, map, NULL, 0);
723 doorlist[ndoors_made] = new_door; 725 doorlist[ndoors_made] = new_door;
724 ndoors_made++; 726 ndoors_made++;
725 } 727 }
726 } 728 }
729
727 return doorlist; 730 return doorlist;
728} 731}
729 732
730 733
731/* returns the first door in this square, or NULL if there isn't a door. */ 734/* returns the first door in this square, or NULL if there isn't a door. */
737 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
738 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
739 return tmp; 742 return tmp;
740 return NULL; 743 return NULL;
741} 744}
742
743 745
744/* the workhorse routine, which finds the doors in a room */ 746/* the workhorse routine, which finds the doors in a room */
745void 747void
746find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
747{ 749{
762 layout[x][y] = 1; 764 layout[x][y] = 1;
763 door = door_in_square (map, x, y); 765 door = door_in_square (map, x, y);
764 if (door) 766 if (door)
765 { 767 {
766 doorlist[*ndoors] = door; 768 doorlist[*ndoors] = door;
769
767 if (*ndoors > 1022) /* eek! out of memory */ 770 if (*ndoors > 1022) /* eek! out of memory */
768 { 771 {
769 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 772 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
770 return; 773 return;
771 } 774 }
774 } 777 }
775 } 778 }
776 else 779 else
777 { 780 {
778 layout[x][y] = 1; 781 layout[x][y] = 1;
782
779 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* now search all the 8 squares around recursively for free spots,in random order */
780 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 785 find_doors_in_room_recursive (layout, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
787 doorlist, ndoors, RP);
782 } 788 }
783} 789}
784 790
785/* find a random non-blocked spot in this room to drop a key. */ 791/* find a random non-blocked spot in this room to drop a key. */
786object ** 792object **
787find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
788{ 794{
789 char **layout2;
790 object **doorlist;
791 int i, j; 795 int i, j;
792 int ndoors = 0; 796 int ndoors = 0;
793 797
794 doorlist = (object **) calloc (sizeof (int), 1024); 798 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 799
796 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 800 LayoutData layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear ();
802
797 /* allocate and copy the layout, converting C to 0. */ 803 /* allocate and copy the layout, converting C to 0. */
798 for (i = 0; i < RP->Xsize; i++) 804 for (i = 0; i < RP->Xsize; i++)
799 {
800 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
801 for (j = 0; j < RP->Ysize; j++) 805 for (j = 0; j < RP->Ysize; j++)
802 { 806 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 if (wall_blocked (map, i, j))
804 layout2[i][j] = '#';
805 }
806 }
807 807
808 /* setup num_free_spots and room_free_spots */ 808 /* setup num_free_spots and room_free_spots */
809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 809 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
810 810
811 /* deallocate the temp. layout */
812 for (i = 0; i < RP->Xsize; i++)
813 free (layout2[i]);
814
815 free (layout2);
816 return doorlist; 811 return doorlist;
817} 812}
818
819
820 813
821/* locks and/or hides all the doors in doorlist, or does nothing if 814/* locks and/or hides all the doors in doorlist, or does nothing if
822 opts doesn't say to lock/hide doors. */ 815 opts doesn't say to lock/hide doors. */
823
824void 816void
825lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
826{ 818{
827 object *door; 819 object *door;
828 int i; 820 int i;
842 new_door->y = door->y; 834 new_door->y = door->y;
843 door->remove (); 835 door->remove ();
844 door->destroy (); 836 door->destroy ();
845 doorlist[i] = new_door; 837 doorlist[i] = new_door;
846 insert_ob_in_map (new_door, map, NULL, 0); 838 insert_ob_in_map (new_door, map, NULL, 0);
847 sprintf (keybuf, "%d", (int) RANDOM ()); 839 sprintf (keybuf, "%d", rndm (1000000000));
848 new_door->slaying = keybuf; 840 new_door->slaying = keybuf;
849 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 841 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
850 } 842 }
851 } 843 }
852 844
863 { 855 {
864 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
865 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
866 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
867 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
868 door->face = wallface->face; 861 door->face = wallface->face;
862
869 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
870 wallface->remove (); 864 wallface->remove ();
865
871 wallface->destroy (); 866 wallface->destroy ();
872 } 867 }
873 } 868 }
874 } 869 }
875} 870}

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