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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.37 by root, Fri May 2 21:01:53 2008 UTC vs.
Revision 1.47 by root, Fri Nov 6 13:03:34 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (RP->Xsize - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += freearr_x [freeindex];
121 ky += freearr_y [freeindex];
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y, RP);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
51} 174}
52 175
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
82 if (treasure_style) 205 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 206 if (!strcmp (treasure_style, "none"))
84 return; 207 return;
85 208
86 if (treasureoptions <= 0) 209 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 210 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 211
89 /* filter out the mutually exclusive options */ 212 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 213 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 214 {
92 if (rndm (2)) 215 if (rmg_rndm (2))
93 treasureoptions -= 1; 216 treasureoptions -= 1;
94 else 217 else
95 treasureoptions -= 2; 218 treasureoptions -= 2;
96 } 219 }
97 220
168 291
169 i = j = -1; 292 i = j = -1;
170 tries = 0; 293 tries = 0;
171 while (i == -1 && tries < 100) 294 while (i == -1 && tries < 100)
172 { 295 {
173 i = rndm (RP->Xsize - 2) + 1; 296 i = rmg_rndm (RP->Xsize - 2) + 1;
174 j = rndm (RP->Ysize - 2) + 1; 297 j = rmg_rndm (RP->Ysize - 2) + 1;
175 find_enclosed_spot (map, &i, &j, RP); 298 find_enclosed_spot (map, &i, &j, RP);
176 299
177 if (wall_blocked (map, i, j)) 300 if (wall_blocked (map, i, j))
178 i = -1; 301 i = -1;
179 302
200 { /* DIFFUSE treasure layout */ 323 { /* DIFFUSE treasure layout */
201 int ti, i, j; 324 int ti, i, j;
202 325
203 for (ti = 0; ti < num_treasures; ti++) 326 for (ti = 0; ti < num_treasures; ti++)
204 { 327 {
205 i = rndm (RP->Xsize - 2) + 1; 328 i = rmg_rndm (RP->Xsize - 2) + 1;
206 j = rndm (RP->Ysize - 2) + 1; 329 j = rmg_rndm (RP->Ysize - 2) + 1;
207 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 330 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
208 } 331 }
209 } 332 }
210} 333}
211 334
212/* put a chest into the map, near x and y, with the treasure style 335/* put a chest into the map, near x and y, with the treasure style
213 determined (may be null, or may be a treasure list from lib/treasures, 336 determined (may be null, or may be a treasure list from lib/treasures,
214 if the global variable "treasurestyle" is set to that treasure list's name */ 337 if the global variable "treasurestyle" is set to that treasure list's name */
215object * 338static object *
216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 339place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
217{ 340{
218 object *the_chest;
219 int i, xl, yl;
220
221 the_chest = get_archetype ("chest"); /* was "chest_2" */ 341 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
222 342
223 /* first, find a place to put the chest. */ 343 /* first, find a place to put the chest. */
224 i = find_first_free_spot (the_chest, map, x, y); 344 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
225 if (i == -1) 345 if (i == -1)
226 { 346 {
227 the_chest->destroy (); 347 the_chest->destroy ();
228 return NULL; 348 return NULL;
229 } 349 }
230 350
231 xl = x + freearr_x[i]; 351 int xl = x + freearr_x[i];
232 yl = y + freearr_y[i]; 352 int yl = y + freearr_y[i];
233 353
234 /* if the placement is blocked, return a fail. */ 354 /* if the placement is blocked, return a fail. */
235 if (wall_blocked (map, xl, yl)) 355 if (wall_blocked (map, xl, yl))
236 return 0; 356 return 0;
237 357
244 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 364 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
245 365
246 if (tlist != NULL) 366 if (tlist != NULL)
247 for (ti = 0; ti < n_treasures; ti++) 367 for (ti = 0; ti < n_treasures; ti++)
248 { /* use the treasure list */ 368 { /* use the treasure list */
249 object *new_treasure = style_map->pick_random_object (); 369 object *new_treasure = style_map->pick_random_object (rmg_rndm);
250 370
251 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 371 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
252 } 372 }
253 else 373 else
254 { /* use the style map */ 374 { /* use the style map */
268 { 388 {
269 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
270 390
271 if (trap_map) 391 if (trap_map)
272 { 392 {
273 object *the_trap = trap_map->pick_random_object (); 393 object *the_trap = trap_map->pick_random_object (rmg_rndm);
274 394
275 the_trap->stats.Cha = 10 + RP->difficulty; 395 the_trap->stats.Cha = 10 + RP->difficulty;
276 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 396 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
277 397
278 if (the_trap) 398 if (the_trap)
289 /* set the chest lock code, and call the keyplacer routine with 409 /* set the chest lock code, and call the keyplacer routine with
290 the lockcode. It's not worth bothering to lock the chest if 410 the lockcode. It's not worth bothering to lock the chest if
291 there's only 1 treasure.... */ 411 there's only 1 treasure.... */
292 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 412 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
293 { 413 {
294 char keybuf[1024]; 414 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
295
296 sprintf (keybuf, "%d", rndm (1000000000));
297 the_chest->slaying = keybuf;
298 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 415 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
299 } 416 }
300 417
301 /* actually place the chest. */ 418 /* actually place the chest. */
302 the_chest->x = xl; 419 the_chest->x = xl;
303 the_chest->y = yl; 420 the_chest->y = yl;
304 insert_ob_in_map (the_chest, map, NULL, 0); 421 insert_ob_in_map (the_chest, map, NULL, 0);
305 return the_chest; 422 return the_chest;
306} 423}
307 424
308
309/* finds the closest monster and returns him, regardless of doors 425/* finds the closest monster and returns him, regardless of doors or walls */
310 or walls */ 426static object *
311object *
312find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 427find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
313{ 428{
314 int i; 429 int i;
315 430
316 for (i = 0; i < SIZEOFFREE; i++) 431 for (i = 0; i < SIZEOFFREE; i++)
332 } 447 }
333 } 448 }
334 return NULL; 449 return NULL;
335} 450}
336 451
337
338
339/* places keys in the map, preferably in something alive.
340 keycode is the key's code,
341 door_flag is either PASS_DOORS or NO_PASS_DOORS.
342 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
343 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
344 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
345
346 The idea is that you call keyplace on x,y where a door is, and it'll make
347 sure a key is placed on both sides of the door.
348*/
349int
350keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
351{
352 int i, j;
353 int kx = 0, ky = 0;
354 object *the_keymaster; /* the monster that gets the key. */
355 object *the_key;
356
357 /* get a key and set its keycode */
358 the_key = get_archetype ("key2");
359 the_key->slaying = keycode;
360
361 if (door_flag == PASS_DOORS)
362 {
363 int tries = 0;
364
365 the_keymaster = 0;
366 while (tries < 15 && !the_keymaster)
367 {
368 i = rndm (RP->Xsize - 2) + 1;
369 j = rndm (RP->Ysize - 2) + 1;
370 tries++;
371 the_keymaster = find_closest_monster (map, i, j, RP);
372 }
373
374 /* if we don't find a good keymaster, drop the key on the ground. */
375 if (!the_keymaster)
376 {
377 int freeindex;
378
379 freeindex = -1;
380 for (tries = 0; tries < 15 && freeindex == -1; tries++)
381 {
382 kx = rndm (RP->Xsize - 2) + 1;
383 ky = rndm (RP->Ysize - 2) + 1;
384 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
385 }
386
387 // can freeindex ever be < 0?
388 if (freeindex >= 0)
389 {
390 kx += freearr_x [freeindex];
391 ky += freearr_y [freeindex];
392 }
393 }
394 }
395 else
396 { /* NO_PASS_DOORS --we have to work harder. */
397 /* don't try to keyplace if we're sitting on a blocked square and
398 NO_PASS_DOORS is set. */
399 if (n_keys == 1)
400 {
401 if (wall_blocked (map, x, y))
402 return 0;
403
404 the_keymaster = find_monster_in_room (map, x, y, RP);
405 if (!the_keymaster) /* if fail, find a spot to drop the key. */
406 find_spot_in_room (map, x, y, &kx, &ky, RP);
407 }
408 else
409 {
410 int sum = 0; /* count how many keys we actually place */
411
412 /* I'm lazy, so just try to place in all 4 directions. */
413 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
414 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
416 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
417
418 if (sum < 2) /* we might have made a disconnected map-place more keys. */
419 { /* diagonally this time. */
420 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
421 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
422 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
423 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
424 }
425
426 return 1;
427 }
428 }
429
430 if (!the_keymaster)
431 {
432 the_key->x = kx;
433 the_key->y = ky;
434 insert_ob_in_map (the_key, map, NULL, 0);
435 return 1;
436 }
437
438 insert_ob_in_ob (the_key, the_keymaster->head_ ());
439 return 1;
440}
441
442
443
444/* both find_monster_in_room routines need to have access to this. */ 452/* both find_monster_in_room routines need to have access to this. */
445 453
446object *theMonsterToFind; 454static object *theMonsterToFind;
447 455
448/* a recursive routine which will return a monster, eventually,if there is one. 456/* a recursive routine which will return a monster, eventually,if there is one.
449 it does a check-off on the layout, converting 0's to 1's */ 457 it does a check-off on the layout, converting 0's to 1's */
450 458static object *
451object *
452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453{ 460{
454 int i, j; 461 int i, j;
455 462
456 /* if we've found a monster already, leave */ 463 /* if we've found a monster already, leave */
480 return theMonsterToFind; 487 return theMonsterToFind;
481 } 488 }
482 } 489 }
483 490
484 /* now search all the 8 squares around recursively for a monster,in random order */ 491 /* now search all the 8 squares around recursively for a monster,in random order */
485 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
486 { 493 {
487 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 494 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
488 if (theMonsterToFind != NULL) 495 if (theMonsterToFind != NULL)
489 return theMonsterToFind; 496 return theMonsterToFind;
490 } 497 }
492 return theMonsterToFind; 499 return theMonsterToFind;
493} 500}
494 501
495/* sets up some data structures: the _recursive form does the 502/* sets up some data structures: the _recursive form does the
496 real work. */ 503 real work. */
497object * 504static object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 505find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
499{ 506{
500 Layout layout2 (RP); 507 Layout layout2 (RP);
501 508
502 layout2->clear (); 509 layout2->clear ();
514 521
515 return theMonsterToFind; 522 return theMonsterToFind;
516} 523}
517 524
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
519int *room_free_spots_x; 526static int *room_free_spots_x;
520int *room_free_spots_y; 527static int *room_free_spots_y;
521int number_of_free_spots_in_room; 528static int number_of_free_spots_in_room;
522 529
523/* the workhorse routine, which finds the free spots in a room: 530/* the workhorse routine, which finds the free spots in a room:
524a datastructure of free points is set up, and a position chosen from 531a datastructure of free points is set up, and a position chosen from
525that datastructure. */ 532that datastructure. */
526void 533static void
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 535{
529 int i, j; 536 int i, j;
530 537
531 /* bounds check x and y */ 538 /* bounds check x and y */
543 room_free_spots_x[number_of_free_spots_in_room] = x; 550 room_free_spots_x[number_of_free_spots_in_room] = x;
544 room_free_spots_y[number_of_free_spots_in_room] = y; 551 room_free_spots_y[number_of_free_spots_in_room] = y;
545 number_of_free_spots_in_room++; 552 number_of_free_spots_in_room++;
546 553
547 /* now search all the 8 squares around recursively for free spots,in random order */ 554 /* now search all the 8 squares around recursively for free spots,in random order */
548 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 555 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 557
551} 558}
552 559
553/* find a random non-blocked spot in this room to drop a key. */ 560/* find a random non-blocked spot in this room to drop a key. */
554void 561static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 562find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 563{
557 char **layout2; 564 char **layout2;
558 int i, j; 565 int i, j;
559 566
574 /* setup num_free_spots and room_free_spots */ 581 /* setup num_free_spots and room_free_spots */
575 find_spot_in_room_recursive (layout2, x, y, RP); 582 find_spot_in_room_recursive (layout2, x, y, RP);
576 583
577 if (number_of_free_spots_in_room > 0) 584 if (number_of_free_spots_in_room > 0)
578 { 585 {
579 i = rndm (number_of_free_spots_in_room); 586 i = rmg_rndm (number_of_free_spots_in_room);
580 *kx = room_free_spots_x[i]; 587 *kx = room_free_spots_x[i];
581 *ky = room_free_spots_y[i]; 588 *ky = room_free_spots_y[i];
582 } 589 }
583 590
584 /* deallocate the temp. layout */ 591 /* deallocate the temp. layout */
592 599
593 600
594/* searches the map for a spot with walls around it. The more 601/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 602 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 603 it'll return 0 if no FREE spots are found.*/
597void 604static void
598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 605find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
599{ 606{
600 int x, y; 607 int x, y;
601 int i; 608 int i;
602 609
652 *cy = ly; 659 *cy = ly;
653 return; 660 return;
654 } 661 }
655 } 662 }
656 /* give up and return the closest free spot. */ 663 /* give up and return the closest free spot. */
657 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 665
659 if (i != -1) 666 if (i != -1)
660 { 667 {
661 *cx = x + freearr_x[i]; 668 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 669 *cy = y + freearr_y[i];
667 *cx = -1; 674 *cx = -1;
668 *cy = -1; 675 *cy = -1;
669 } 676 }
670} 677}
671 678
672void 679static void
673remove_monsters (int x, int y, maptile *map) 680remove_monsters (int x, int y, maptile *map)
674{ 681{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 682 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 683 {
680 if (tmp->head) 684 object *next = tmp->above;
681 tmp = tmp->head; 685
682 tmp->remove (); 686 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 687 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 688
685 if (tmp == NULL) 689 tmp = next;
686 break;
687 }; 690 }
688} 691}
689 692
690/* surrounds the point x,y by doors, so as to enclose something, like 693/* 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 694 a chest. It only goes as far as the 8 squares surrounding, and
692 it'll remove any monsters it finds.*/ 695 it'll remove any monsters it finds.*/
693object ** 696static object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 697surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 698{
696 int i; 699 int i;
697 const char *doors[2]; 700 const char *doors[2];
698 object **doorlist; 701 object **doorlist;
728 } 731 }
729 732
730 return doorlist; 733 return doorlist;
731} 734}
732 735
733
734/* returns the first door in this square, or NULL if there isn't a door. */ 736/* returns the first door in this square, or NULL if there isn't a door. */
735object * 737static object *
736door_in_square (maptile *map, int x, int y) 738door_in_square (maptile *map, int x, int y)
737{ 739{
738 object *tmp;
739
740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 740 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 742 return tmp;
743
743 return NULL; 744 return NULL;
744} 745}
745 746
746/* the workhorse routine, which finds the doors in a room */ 747/* the workhorse routine, which finds the doors in a room */
747void 748static void
748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
749{ 750{
750 int i, j; 751 int i, j;
751 object *door; 752 object *door;
752 753
779 else 780 else
780 { 781 {
781 layout[x][y] = 1; 782 layout[x][y] = 1;
782 783
783 /* now search all the 8 squares around recursively for free spots,in random order */ 784 /* now search all the 8 squares around recursively for free spots,in random order */
784 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
785 find_doors_in_room_recursive (layout, map, 786 find_doors_in_room_recursive (layout, map,
786 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
787 doorlist, ndoors, RP); 788 doorlist, ndoors, RP);
788 } 789 }
789} 790}
790 791
791/* find a random non-blocked spot in this room to drop a key. */ 792/* find a random non-blocked spot in this room to drop a key. */
792object ** 793static object **
793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 794find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
794{ 795{
795 int i, j; 796 int i, j;
796 int ndoors = 0; 797 int ndoors = 0;
797 798
811 return doorlist; 812 return doorlist;
812} 813}
813 814
814/* locks and/or hides all the doors in doorlist, or does nothing if 815/* locks and/or hides all the doors in doorlist, or does nothing if
815 opts doesn't say to lock/hide doors. */ 816 opts doesn't say to lock/hide doors. */
816void 817static void
817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 818lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
818{ 819{
819 object *door; 820 object *door;
820 int i; 821 int i;
821 822
822 /* lock the doors and hide the keys. */ 823 /* lock the doors and hide the keys. */
823 824
824 if (opts & DOORED) 825 if (opts & DOORED)
825 { 826 {
826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 827 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
827 { 828 {
828 object *new_door = get_archetype ("locked_door1"); 829 object *new_door = get_archetype (shstr_locked_door1);
829 char keybuf[1024];
830 830
831 door = doorlist[i]; 831 door = doorlist[i];
832 new_door->face = door->face; 832 new_door->face = door->face;
833 new_door->x = door->x; 833 new_door->x = door->x;
834 new_door->y = door->y; 834 new_door->y = door->y;
835 door->remove ();
836 door->destroy (); 835 door->destroy ();
837 doorlist[i] = new_door; 836 doorlist[i] = new_door;
838 insert_ob_in_map (new_door, map, NULL, 0); 837 insert_ob_in_map (new_door, map, NULL, 0);
839 sprintf (keybuf, "%d", rndm (1000000000)); 838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
840 new_door->slaying = keybuf;
841 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
842 } 840 }
843 } 841 }
844 842
845 /* change the faces of the doors and surrounding walls to hide them. */ 843 /* change the faces of the doors and surrounding walls to hide them. */
846 if (opts & HIDDEN) 844 if (opts & HIDDEN)
858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860 858
861 door->face = wallface->face; 859 door->face = wallface->face;
862 860
863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
864 wallface->remove ();
865
866 wallface->destroy (); 861 wallface->destroy ();
867 } 862 }
868 } 863 }
869 } 864 }
870} 865}

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