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/cvs/deliantra/server/random_maps/treasure.C
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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.33 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.39 by root, Thu May 8 11:39:24 2008 UTC

45/* a macro to get a strongly centered random distribution, 45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 46 from 0 to x, centered at x/2 */
47static int 47static int
48bc_random (int x) 48bc_random (int x)
49{ 49{
50 return (rndm (x) + rndm (x) + rndm (x)) / 3; 50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84
85 if (door_flag == PASS_DOORS)
86 {
87 int tries = 0;
88
89 the_keymaster = 0;
90 while (tries < 15 && !the_keymaster)
91 {
92 i = rmg_rndm (RP->Xsize - 2) + 1;
93 j = rmg_rndm (RP->Ysize - 2) + 1;
94 tries++;
95 the_keymaster = find_closest_monster (map, i, j, RP);
96 }
97
98 /* if we don't find a good keymaster, drop the key on the ground. */
99 if (!the_keymaster)
100 {
101 int freeindex;
102
103 freeindex = -1;
104 for (tries = 0; tries < 15 && freeindex == -1; tries++)
105 {
106 kx = rmg_rndm (RP->Xsize - 2) + 1;
107 ky = rmg_rndm (RP->Ysize - 2) + 1;
108 freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1);
109 }
110
111 // can freeindex ever be < 0?
112 if (freeindex >= 0)
113 {
114 kx += freearr_x [freeindex];
115 ky += freearr_y [freeindex];
116 }
117 }
118 }
119 else
120 { /* NO_PASS_DOORS --we have to work harder. */
121 /* don't try to keyplace if we're sitting on a blocked square and
122 NO_PASS_DOORS is set. */
123 if (n_keys == 1)
124 {
125 if (wall_blocked (map, x, y))
126 return 0;
127
128 the_keymaster = find_monster_in_room (map, x, y, RP);
129 if (!the_keymaster) /* if fail, find a spot to drop the key. */
130 find_spot_in_room (map, x, y, &kx, &ky, RP);
131 }
132 else
133 {
134 int sum = 0; /* count how many keys we actually place */
135
136 /* I'm lazy, so just try to place in all 4 directions. */
137 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
138 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
139 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
140 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
141
142 if (sum < 2) /* we might have made a disconnected map-place more keys. */
143 { /* diagonally this time. */
144 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
145 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
146 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
147 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
148 }
149
150 return 1;
151 }
152 }
153
154 object *the_key = gen_key (keycode);
155
156 if (the_keymaster)
157 the_keymaster->head_ ()->insert (the_key);
158 else
159 {
160 the_key->x = kx;
161 the_key->y = ky;
162 insert_ob_in_map (the_key, map, NULL, 0);
163 }
164
165 return 1;
51} 166}
52 167
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 168/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 169 * and doors but not monsters.
55 * This function is not map tile aware. 170 * This function is not map tile aware.
82 if (treasure_style) 197 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 198 if (!strcmp (treasure_style, "none"))
84 return; 199 return;
85 200
86 if (treasureoptions <= 0) 201 if (treasureoptions <= 0)
87 treasureoptions = rndm (2 * LAST_OPTION); 202 treasureoptions = rmg_rndm (2 * LAST_OPTION);
88 203
89 /* filter out the mutually exclusive options */ 204 /* filter out the mutually exclusive options */
90 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 205 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
91 { 206 {
92 if (rndm (2)) 207 if (rmg_rndm (2))
93 treasureoptions -= 1; 208 treasureoptions -= 1;
94 else 209 else
95 treasureoptions -= 2; 210 treasureoptions -= 2;
96 } 211 }
97 212
118 } 233 }
119 234
120 /* all the treasure at one spot in the map. */ 235 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 236 if (treasureoptions & CONCENTRATED)
122 { 237 {
123
124 /* map_layout_style global, and is previously set */ 238 /* map_layout_style global, and is previously set */
125 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
126 { 240 {
127 case LAYOUT_ONION: 241 case LAYOUT_ONION:
128 case LAYOUT_SPIRAL: 242 case LAYOUT_SPIRAL:
140 int tdiv = RP->symmetry_used; 254 int tdiv = RP->symmetry_used;
141 object *chest; 255 object *chest;
142 256
143 if (tdiv == 3) 257 if (tdiv == 3)
144 tdiv = 2; /* this symmetry uses a divisor of 2 */ 258 tdiv = 2; /* this symmetry uses a divisor of 2 */
259
145 /* don't put a chest on an exit. */ 260 /* don't put a chest on an exit. */
146 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 261 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
147 262
148 if (!chest) 263 if (!chest)
149 continue; /* if no chest was placed NEXT */ 264 continue; /* if no chest was placed NEXT */
157 } 272 }
158 } 273 }
159 } 274 }
160 break; 275 break;
161 } 276 }
277
162 default: 278 default:
163 { 279 {
164 int i, j, tries; 280 int i, j, tries;
165 object *chest; 281 object *chest;
166 object **doorlist; 282 object **doorlist;
167 283
168 i = j = -1; 284 i = j = -1;
169 tries = 0; 285 tries = 0;
170 while (i == -1 && tries < 100) 286 while (i == -1 && tries < 100)
171 { 287 {
172 i = rndm (RP->Xsize - 2) + 1; 288 i = rmg_rndm (RP->Xsize - 2) + 1;
173 j = rndm (RP->Ysize - 2) + 1; 289 j = rmg_rndm (RP->Ysize - 2) + 1;
174 find_enclosed_spot (map, &i, &j, RP); 290 find_enclosed_spot (map, &i, &j, RP);
291
175 if (wall_blocked (map, i, j)) 292 if (wall_blocked (map, i, j))
176 i = -1; 293 i = -1;
294
177 tries++; 295 tries++;
178 } 296 }
297
179 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 298 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
299
180 if (!chest) 300 if (!chest)
181 return; 301 return;
302
182 i = chest->x; 303 i = chest->x;
183 j = chest->y; 304 j = chest->y;
184 if (treasureoptions & (DOORED | HIDDEN)) 305 if (treasureoptions & (DOORED | HIDDEN))
185 { 306 {
186 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 307 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
194 { /* DIFFUSE treasure layout */ 315 { /* DIFFUSE treasure layout */
195 int ti, i, j; 316 int ti, i, j;
196 317
197 for (ti = 0; ti < num_treasures; ti++) 318 for (ti = 0; ti < num_treasures; ti++)
198 { 319 {
199 i = rndm (RP->Xsize - 2) + 1; 320 i = rmg_rndm (RP->Xsize - 2) + 1;
200 j = rndm (RP->Ysize - 2) + 1; 321 j = rmg_rndm (RP->Ysize - 2) + 1;
201 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 322 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
202 } 323 }
203 } 324 }
204} 325}
205 326
206/* put a chest into the map, near x and y, with the treasure style 327/* put a chest into the map, near x and y, with the treasure style
207 determined (may be null, or may be a treasure list from lib/treasures, 328 determined (may be null, or may be a treasure list from lib/treasures,
208 if the global variable "treasurestyle" is set to that treasure list's name */ 329 if the global variable "treasurestyle" is set to that treasure list's name */
209
210object * 330object *
211place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 331place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
212{ 332{
213 object *the_chest;
214 int i, xl, yl;
215
216 the_chest = get_archetype ("chest"); /* was "chest_2" */ 333 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
217 334
218 /* first, find a place to put the chest. */ 335 /* first, find a place to put the chest. */
219 i = find_first_free_spot (the_chest, map, x, y); 336 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
220 if (i == -1) 337 if (i == -1)
221 { 338 {
222 the_chest->destroy (); 339 the_chest->destroy ();
223 return NULL; 340 return NULL;
224 } 341 }
225 342
226 xl = x + freearr_x[i]; 343 int xl = x + freearr_x[i];
227 yl = y + freearr_y[i]; 344 int yl = y + freearr_y[i];
228 345
229 /* if the placement is blocked, return a fail. */ 346 /* if the placement is blocked, return a fail. */
230 if (wall_blocked (map, xl, yl)) 347 if (wall_blocked (map, xl, yl))
231 return 0; 348 return 0;
232 349
239 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 356 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
240 357
241 if (tlist != NULL) 358 if (tlist != NULL)
242 for (ti = 0; ti < n_treasures; ti++) 359 for (ti = 0; ti < n_treasures; ti++)
243 { /* use the treasure list */ 360 { /* use the treasure list */
244 object *new_treasure = style_map->pick_random_object (); 361 object *new_treasure = style_map->pick_random_object (rmg_rndm);
245 362
246 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 363 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
247 } 364 }
248 else 365 else
249 { /* use the style map */ 366 { /* use the style map */
260 377
261 /* stick a trap in the chest if required */ 378 /* stick a trap in the chest if required */
262 if (treasureoptions & TRAPPED) 379 if (treasureoptions & TRAPPED)
263 { 380 {
264 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 381 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
265 object *the_trap;
266 382
267 if (trap_map) 383 if (trap_map)
268 { 384 {
269 the_trap = trap_map->pick_random_object (); 385 object *the_trap = trap_map->pick_random_object (rmg_rndm);
386
270 the_trap->stats.Cha = 10 + RP->difficulty; 387 the_trap->stats.Cha = 10 + RP->difficulty;
271 the_trap->level = bc_random ((3 * RP->difficulty) / 2); 388 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
389
272 if (the_trap) 390 if (the_trap)
273 { 391 {
274 object *new_trap; 392 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
275 393
276 new_trap = arch_to_object (the_trap->arch);
277 new_trap->copy_to (the_trap);
278 new_trap->x = x; 394 new_trap->x = x;
279 new_trap->y = y; 395 new_trap->y = y;
280 insert_ob_in_ob (new_trap, the_chest); 396 insert_ob_in_ob (new_trap, the_chest);
281 } 397 }
282 } 398 }
285 /* set the chest lock code, and call the keyplacer routine with 401 /* set the chest lock code, and call the keyplacer routine with
286 the lockcode. It's not worth bothering to lock the chest if 402 the lockcode. It's not worth bothering to lock the chest if
287 there's only 1 treasure.... */ 403 there's only 1 treasure.... */
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 404 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 405 {
290 char keybuf[1024]; 406 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", rndm (1000000000));
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 407 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 408 }
296 409
297 /* actually place the chest. */ 410 /* actually place the chest. */
298 the_chest->x = xl; 411 the_chest->x = xl;
299 the_chest->y = yl; 412 the_chest->y = yl;
328 } 441 }
329 } 442 }
330 return NULL; 443 return NULL;
331} 444}
332 445
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345int
346keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
347{
348 int i, j;
349 int kx = 0, ky = 0;
350 object *the_keymaster; /* the monster that gets the key. */
351 object *the_key;
352
353 /* get a key and set its keycode */
354 the_key = get_archetype ("key2");
355 the_key->slaying = keycode;
356
357 if (door_flag == PASS_DOORS)
358 {
359 int tries = 0;
360
361 the_keymaster = 0;
362 while (tries < 15 && !the_keymaster)
363 {
364 i = rndm (RP->Xsize - 2) + 1;
365 j = rndm (RP->Ysize - 2) + 1;
366 tries++;
367 the_keymaster = find_closest_monster (map, i, j, RP);
368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (!the_keymaster)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = rndm (RP->Xsize - 2) + 1;
379 ky = rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
389 }
390 }
391 else
392 { /* NO_PASS_DOORS --we have to work harder. */
393 /* don't try to keyplace if we're sitting on a blocked square and
394 NO_PASS_DOORS is set. */
395 if (n_keys == 1)
396 {
397 if (wall_blocked (map, x, y))
398 return 0;
399
400 the_keymaster = find_monster_in_room (map, x, y, RP);
401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
402 find_spot_in_room (map, x, y, &kx, &ky, RP);
403 }
404 else
405 {
406 int sum = 0; /* count how many keys we actually place */
407
408 /* I'm lazy, so just try to place in all 4 directions. */
409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
415 { /* diagonally this time. */
416 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);
418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
431 return 1;
432 }
433
434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
435 return 1;
436}
437
438
439
440/* both find_monster_in_room routines need to have access to this. */ 446/* both find_monster_in_room routines need to have access to this. */
441 447
442object *theMonsterToFind; 448object *theMonsterToFind;
443 449
444/* a recursive routine which will return a monster, eventually,if there is one. 450/* a recursive routine which will return a monster, eventually,if there is one.
476 return theMonsterToFind; 482 return theMonsterToFind;
477 } 483 }
478 } 484 }
479 485
480 /* now search all the 8 squares around recursively for a monster,in random order */ 486 /* now search all the 8 squares around recursively for a monster,in random order */
481 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
482 { 488 {
483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 489 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
484 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
485 return theMonsterToFind; 491 return theMonsterToFind;
486 } 492 }
493
487 return theMonsterToFind; 494 return theMonsterToFind;
488} 495}
489
490 496
491/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
492 real work. */ 498 real work. */
493
494object * 499object *
495find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
496{ 501{
497 char **layout2; 502 Layout layout2 (RP);
498 int i, j; 503
504 layout2->clear ();
505
506 /* allocate and copy the layout, converting C to 0. */
507 for (int i = 0; i < layout2->w; i++)
508 for (int j = 0; j < layout2->h; j++)
509 if (wall_blocked (map, i, j))
510 layout2[i][j] = '#';
499 511
500 theMonsterToFind = 0; 512 theMonsterToFind = 0;
501 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
502 /* allocate and copy the layout, converting C to 0. */
503 for (i = 0; i < RP->Xsize; i++)
504 {
505 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
506 for (j = 0; j < RP->Ysize; j++)
507 if (wall_blocked (map, i, j))
508 layout2[i][j] = '#';
509 }
510
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 514
513 /* deallocate the temp. layout */ 515 layout2.free ();
514 for (i = 0; i < RP->Xsize; i++)
515 free (layout2[i]);
516
517 free (layout2);
518 516
519 return theMonsterToFind; 517 return theMonsterToFind;
520} 518}
521 519
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 520/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
547 room_free_spots_x[number_of_free_spots_in_room] = x; 545 room_free_spots_x[number_of_free_spots_in_room] = x;
548 room_free_spots_y[number_of_free_spots_in_room] = y; 546 room_free_spots_y[number_of_free_spots_in_room] = y;
549 number_of_free_spots_in_room++; 547 number_of_free_spots_in_room++;
550 548
551 /* now search all the 8 squares around recursively for free spots,in random order */ 549 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 550 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 551 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
554 552
555} 553}
556 554
557/* find a random non-blocked spot in this room to drop a key. */ 555/* find a random non-blocked spot in this room to drop a key. */
578 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
579 find_spot_in_room_recursive (layout2, x, y, RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
580 578
581 if (number_of_free_spots_in_room > 0) 579 if (number_of_free_spots_in_room > 0)
582 { 580 {
583 i = rndm (number_of_free_spots_in_room); 581 i = rmg_rndm (number_of_free_spots_in_room);
584 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
585 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
586 } 584 }
587 585
588 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
656 *cy = ly; 654 *cy = ly;
657 return; 655 return;
658 } 656 }
659 } 657 }
660 /* give up and return the closest free spot. */ 658 /* give up and return the closest free spot. */
661 i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); 659 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
662 660
663 if (i != -1) 661 if (i != -1)
664 { 662 {
665 *cx = x + freearr_x[i]; 663 *cx = x + freearr_x[i];
666 *cy = y + freearr_y[i]; 664 *cy = y + freearr_y[i];
783 else 781 else
784 { 782 {
785 layout[x][y] = 1; 783 layout[x][y] = 1;
786 784
787 /* now search all the 8 squares around recursively for free spots,in random order */ 785 /* now search all the 8 squares around recursively for free spots,in random order */
788 for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 786 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
789 find_doors_in_room_recursive (layout, map, 787 find_doors_in_room_recursive (layout, map,
790 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 788 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
791 doorlist, ndoors, RP); 789 doorlist, ndoors, RP);
792 } 790 }
793} 791}
797find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 795find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
798{ 796{
799 int i, j; 797 int i, j;
800 int ndoors = 0; 798 int ndoors = 0;
801 799
802 object **doorlist = (object **) calloc (sizeof (int), 1024); 800 object **doorlist = (object **)calloc (sizeof (int), 1024);
803 801
804 MazeData layout2 (RP->Xsize, RP->Ysize); 802 LayoutData layout2 (RP->Xsize, RP->Ysize);
803 layout2.clear ();
805 804
806 /* allocate and copy the layout, converting C to 0. */ 805 /* allocate and copy the layout, converting C to 0. */
807 for (i = 0; i < RP->Xsize; i++) 806 for (i = 0; i < RP->Xsize; i++)
808 for (j = 0; j < RP->Ysize; j++) 807 for (j = 0; j < RP->Ysize; j++)
809 if (wall_blocked (map, i, j)) 808 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
810 layout2[i][j] = '#';
811 809
812 /* setup num_free_spots and room_free_spots */ 810 /* setup num_free_spots and room_free_spots */
813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 811 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
814 812
815 return doorlist; 813 return doorlist;
828 if (opts & DOORED) 826 if (opts & DOORED)
829 { 827 {
830 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 828 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
831 { 829 {
832 object *new_door = get_archetype ("locked_door1"); 830 object *new_door = get_archetype ("locked_door1");
833 char keybuf[1024];
834 831
835 door = doorlist[i]; 832 door = doorlist[i];
836 new_door->face = door->face; 833 new_door->face = door->face;
837 new_door->x = door->x; 834 new_door->x = door->x;
838 new_door->y = door->y; 835 new_door->y = door->y;
839 door->remove (); 836 door->remove ();
840 door->destroy (); 837 door->destroy ();
841 doorlist[i] = new_door; 838 doorlist[i] = new_door;
842 insert_ob_in_map (new_door, map, NULL, 0); 839 insert_ob_in_map (new_door, map, NULL, 0);
843 sprintf (keybuf, "%d", rndm (1000000000)); 840 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
844 new_door->slaying = keybuf;
845 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 841 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
846 } 842 }
847 } 843 }
848 844
849 /* change the faces of the doors and surrounding walls to hide them. */ 845 /* change the faces of the doors and surrounding walls to hide them. */
850 if (opts & HIDDEN) 846 if (opts & HIDDEN)
859 { 855 {
860 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 856 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
861 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 857 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
862 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 858 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
863 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 859 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
860
864 door->face = wallface->face; 861 door->face = wallface->face;
862
865 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 863 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
866 wallface->remove (); 864 wallface->remove ();
865
867 wallface->destroy (); 866 wallface->destroy ();
868 } 867 }
869 } 868 }
870 } 869 }
871} 870}

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