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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.48 by root, Sun Nov 29 17:41:07 2009 UTC vs.
Revision 1.57 by root, Fri Jul 2 15:03:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
43#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
44#define PASS_DOORS 1 44#define PASS_DOORS 1
45 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP); 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); 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); 48static void find_spot_in_room_recursive (char **maze, 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); 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); 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); 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); 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); 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); 54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55 55
56/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
58static int 58static int
59bc_random (int x) 59bc_random (int x)
109 freeindex = -1; 109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 { 111 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
114 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 } 115 }
116 116
117 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
118 if (freeindex >= 0) 118 if (freeindex >= 0)
119 { 119 {
187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
188} 188}
189 189
190/* place treasures in the map, given the 190/* place treasures in the map, given the
191map, (required) 191map, (required)
192layout, (required) 192maze, (required)
193treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
194treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
195*/ 195*/
196void 196void
197place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
198{ 198{
199 char styledirname[1024];
200 char stylefilepath[1024];
201 maptile *style_map = 0;
202 int num_treasures; 199 int num_treasures;
203 200
204 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
205 if (treasure_style) 202 if (treasure_style)
206 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
228 225
229 if (num_treasures <= 0) 226 if (num_treasures <= 0)
230 return; 227 return;
231 228
232 /* get the style map */ 229 /* get the style map */
233 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
234 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
235 style_map = find_style (styledirname, treasure_style, -1);
236 231
237 if (!style_map) 232 if (!style_map)
238 { 233 {
239 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
240 return; 235 return;
241 } 236 }
242 237
243 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
244 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
255 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
256 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
257 { 252 {
258 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
259 { 254 {
260 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
261 { 256 {
262 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
263 object *chest; 258 object *chest;
264 259
265 if (tdiv == 3) 260 if (tdiv == 3)
310 305
311 i = chest->x; 306 i = chest->x;
312 j = chest->y; 307 j = chest->y;
313 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
314 { 309 {
315 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
316 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
317 free (doorlist); 312 free (doorlist);
318 } 313 }
319 } 314 }
320 } 315 }
321 } 316 }
322 else 317 else
323 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure maze */
324 int ti, i, j; 319 int ti, i, j;
325 320
326 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
327 { 322 {
328 i = rmg_rndm (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
384 } 379 }
385 380
386 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
387 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
388 { 383 {
389 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
390 385
391 if (trap_map) 386 if (trap_map)
392 { 387 {
393 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
394 389
439 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
440 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
441 { 436 {
442 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
443 438
444 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
445 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
446 return the_monster; 441 return the_monster;
447 } 442 }
448 } 443 }
449 return NULL; 444 return NULL;
450} 445}
452/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
453 448
454static object *theMonsterToFind; 449static object *theMonsterToFind;
455 450
456/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
457 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the maze, converting 0's to 1's */
458static object * 453static object *
459find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP)
460{ 455{
461 int i, j; 456 int i, j;
462 457
463 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
464 if (theMonsterToFind != NULL) 459 if (theMonsterToFind != NULL)
467 /* bounds check x and y */ 462 /* bounds check x and y */
468 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
469 return theMonsterToFind; 464 return theMonsterToFind;
470 465
471 /* if the square is blocked or searched already, leave */ 466 /* if the square is blocked or searched already, leave */
472 if (layout[x][y] != 0) 467 if (maze[x][y] != 0)
473 return theMonsterToFind; /* might be NULL, that's fine. */ 468 return theMonsterToFind; /* might be NULL, that's fine. */
474 469
475 /* check the current square for a monster. If there is one, 470 /* check the current square for a monster. If there is one,
476 set theMonsterToFind and return it. */ 471 set theMonsterToFind and return it. */
477 layout[x][y] = 1; 472 maze[x][y] = 1;
478 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
479 { 474 {
480 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
481 476
482 /* check off this point */ 477 /* check off this point */
483 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
484 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
485 { 480 {
486 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
487 return theMonsterToFind; 482 return theMonsterToFind;
488 } 483 }
489 } 484 }
490 485
491 /* 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 */
492 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
493 { 488 {
494 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 (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
495 if (theMonsterToFind != NULL) 490 if (theMonsterToFind != NULL)
496 return theMonsterToFind; 491 return theMonsterToFind;
497 } 492 }
498 493
499 return theMonsterToFind; 494 return theMonsterToFind;
502/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
503 real work. */ 498 real work. */
504static object * 499static object *
505find_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)
506{ 501{
507 Layout layout2 (RP); 502 layout layout2 (map->width, map->height);
508 503
509 layout2->clear (); 504 // find walls
510
511 /* allocate and copy the layout, converting C to 0. */
512 for (int i = 0; i < layout2->w; i++) 505 for (int i = 0; i < layout2.w; i++)
513 for (int j = 0; j < layout2->h; j++) 506 for (int j = 0; j < layout2.h; j++)
514 if (wall_blocked (map, i, j)) 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
515 layout2[i][j] = '#';
516 508
517 theMonsterToFind = 0; 509 theMonsterToFind = 0;
518 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
519
520 layout2.free ();
521 511
522 return theMonsterToFind; 512 return theMonsterToFind;
523} 513}
524 514
525/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
529 519
530/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
531a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
532that datastructure. */ 522that datastructure. */
533static void 523static void
534find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP)
535{ 525{
536 int i, j; 526 int i, j;
537 527
538 /* bounds check x and y */ 528 /* bounds check x and y */
539 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
540 return; 530 return;
541 531
542 /* if the square is blocked or searched already, leave */ 532 /* if the square is blocked or searched already, leave */
543 if (layout[x][y] != 0) 533 if (maze[x][y] != 0)
544 return; 534 return;
545 535
546 /* set the current square as checked, and add it to the list. 536 /* set the current square as checked, and add it to the list.
547 set theMonsterToFind and return it. */ 537 set theMonsterToFind and return it. */
548 /* check off this point */ 538 /* check off this point */
549 layout[x][y] = 1; 539 maze[x][y] = 1;
550 room_free_spots_x[number_of_free_spots_in_room] = x; 540 room_free_spots_x[number_of_free_spots_in_room] = x;
551 room_free_spots_y[number_of_free_spots_in_room] = y; 541 room_free_spots_y[number_of_free_spots_in_room] = y;
552 number_of_free_spots_in_room++; 542 number_of_free_spots_in_room++;
553 543
554 /* now search all the 8 squares around recursively for free spots,in random order */ 544 /* now search all the 8 squares around recursively for free spots,in random order */
555 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
556 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
557 547
558} 548}
559 549
560/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
561static void 551static void
567 number_of_free_spots_in_room = 0; 557 number_of_free_spots_in_room = 0;
568 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
569 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); 559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
570 560
571 layout2 = (char **) calloc (sizeof (char *), RP->Xsize); 561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
572 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the maze, converting C to 0. */
573 for (i = 0; i < RP->Xsize; i++) 563 for (i = 0; i < RP->Xsize; i++)
574 { 564 {
575 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
576 for (j = 0; j < RP->Ysize; j++) 566 for (j = 0; j < RP->Ysize; j++)
577 if (wall_blocked (map, i, j)) 567 if (wall_blocked (map, i, j))
586 i = rmg_rndm (number_of_free_spots_in_room); 576 i = rmg_rndm (number_of_free_spots_in_room);
587 *kx = room_free_spots_x[i]; 577 *kx = room_free_spots_x[i];
588 *ky = room_free_spots_y[i]; 578 *ky = room_free_spots_y[i];
589 } 579 }
590 580
591 /* deallocate the temp. layout */ 581 /* deallocate the temp. maze */
592 for (i = 0; i < RP->Xsize; i++) 582 for (i = 0; i < RP->Xsize; i++)
593 free (layout2[i]); 583 free (layout2[i]);
594 584
595 free (layout2); 585 free (layout2);
596 free (room_free_spots_x); 586 free (room_free_spots_x);
614 { 604 {
615 int lx, ly, sindex; 605 int lx, ly, sindex;
616 606
617 lx = x + freearr_x[i]; 607 lx = x + freearr_x[i];
618 ly = y + freearr_y[i]; 608 ly = y + freearr_y[i];
619 sindex = surround_flag3 (map, lx, ly, RP); 609 sindex = surround_flag3 (map, lx, ly);
620 /* if it's blocked on 3 sides, it's enclosed */ 610 /* if it's blocked on 3 sides, it's enclosed */
621 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 611 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
622 { 612 {
623 *cx = lx; 613 *cx = lx;
624 *cy = ly; 614 *cy = ly;
632 { 622 {
633 int lx, ly, sindex; 623 int lx, ly, sindex;
634 624
635 lx = x + freearr_x[i]; 625 lx = x + freearr_x[i];
636 ly = y + freearr_y[i]; 626 ly = y + freearr_y[i];
637 sindex = surround_flag3 (map, lx, ly, RP); 627 sindex = surround_flag3 (map, lx, ly);
638 /* if it's blocked on 3 sides, it's enclosed */ 628 /* if it's blocked on 3 sides, it's enclosed */
639 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 629 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
640 { 630 {
641 *cx = lx; 631 *cx = lx;
642 *cy = ly; 632 *cy = ly;
649 { 639 {
650 int lx, ly, sindex; 640 int lx, ly, sindex;
651 641
652 lx = x + freearr_x[i]; 642 lx = x + freearr_x[i];
653 ly = y + freearr_y[i]; 643 ly = y + freearr_y[i];
654 sindex = surround_flag3 (map, lx, ly, RP); 644 sindex = surround_flag3 (map, lx, ly);
655 /* if it's blocked on 3 sides, it's enclosed */ 645 /* if it's blocked on 3 sides, it's enclosed */
656 if (sindex) 646 if (sindex)
657 { 647 {
658 *cx = lx; 648 *cx = lx;
659 *cy = ly; 649 *cy = ly;
660 return; 650 return;
661 } 651 }
662 } 652 }
663 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
664 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
665 655
666 if (i != -1) 656 if (i != -1)
667 { 657 {
668 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
669 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
692 682
693/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
694 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
695 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
696static object ** 686static object **
697surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
698{ 688{
699 int i; 689 int i;
700 const char *doors[2]; 690 const char *doors[2];
701 object **doorlist; 691 object **doorlist;
702 int ndoors_made = 0; 692 int ndoors_made = 0;
717 /* place doors in all the 8 adjacent unblocked squares. */ 707 /* place doors in all the 8 adjacent unblocked squares. */
718 for (i = 1; i < 9; i++) 708 for (i = 1; i < 9; i++)
719 { 709 {
720 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 710 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
721 711
722 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 712 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
723 { /* place a door */ 713 { /* place a door */
724 remove_monsters (x1, y1, map); 714 remove_monsters (x1, y1, map);
725 715
726 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 716 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
727 map->insert (new_door, x1, y1); 717 map->insert (new_door, x1, y1);
744 return NULL; 734 return NULL;
745} 735}
746 736
747/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
748static void 738static void
749find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
750{ 740{
751 int i, j; 741 int i, j;
752 object *door; 742 object *door;
753 743
754 /* bounds check x and y */ 744 /* bounds check x and y */
755 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
756 return; 746 return;
757 747
758 /* if the square is blocked or searched already, leave */ 748 /* if the square is blocked or searched already, leave */
759 if (layout[x][y] == 1) 749 if (maze[x][y] == 1)
760 return; 750 return;
761 751
762 /* check off this point */ 752 /* check off this point */
763 if (layout[x][y] == '#') 753 if (maze[x][y] == '#')
764 { /* there could be a door here */ 754 { /* there could be a door here */
765 layout[x][y] = 1; 755 maze[x][y] = 1;
766 door = door_in_square (map, x, y); 756 door = door_in_square (map, x, y);
767 if (door) 757 if (door)
768 { 758 {
769 doorlist[*ndoors] = door; 759 doorlist[*ndoors] = door;
770 760
777 *ndoors = *ndoors + 1; 767 *ndoors = *ndoors + 1;
778 } 768 }
779 } 769 }
780 else 770 else
781 { 771 {
782 layout[x][y] = 1; 772 maze[x][y] = 1;
783 773
784 /* now search all the 8 squares around recursively for free spots,in random order */ 774 /* now search all the 8 squares around recursively for free spots,in random order */
785 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
786 find_doors_in_room_recursive (layout, map, 776 find_doors_in_room_recursive (maze, map,
787 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
788 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
789 } 779 }
790} 780}
791 781
796 int i, j; 786 int i, j;
797 int ndoors = 0; 787 int ndoors = 0;
798 788
799 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
800 790
801 LayoutData layout2 (RP->Xsize, RP->Ysize); 791 layout layout2 (RP->Xsize, RP->Ysize);
802 layout2.clear (); 792 layout2.clear ();
803 793
804 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the maze, converting C to 0. */
805 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
806 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
807 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
808 798
809 /* setup num_free_spots and room_free_spots */ 799 /* setup num_free_spots and room_free_spots */

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