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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.57 by root, Fri Jul 2 15:03:57 2010 UTC vs.
Revision 1.58 by root, Sun Jul 4 22:12:26 2010 UTC

41#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 */
42 42
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);
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);
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); 48static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); 49static 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); 50static object **find_doors_in_room (maptile *map, int x, int y);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); 51static 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); 52static void find_enclosed_spot (maptile *map, int *cx, int *cy);
54static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); 53static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts);
55 54
56/* a macro to get a strongly centered random distribution, 55/* a macro to get a strongly centered random distribution,
57 from 0 to x, centered at x/2 */ 56 from 0 to x, centered at x/2 */
58static int 57static int
79 78
80 The idea is that you call keyplace on x,y where a door is, and it'll make 79 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. 80 sure a key is placed on both sides of the door.
82*/ 81*/
83static int 82static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) 83keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
85{ 84{
86 int i, j; 85 int i, j;
87 int kx = 0, ky = 0; 86 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */ 87 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode); 88 object *the_key = gen_key (keycode);
93 int tries = 0; 92 int tries = 0;
94 93
95 the_keymaster = 0; 94 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster) 95 while (tries < 15 && !the_keymaster)
97 { 96 {
98 i = rmg_rndm (RP->Xsize - 2) + 1; 97 i = rmg_rndm (map->width - 2) + 1;
99 j = rmg_rndm (RP->Ysize - 2) + 1; 98 j = rmg_rndm (map->height - 2) + 1;
100 tries++; 99 tries++;
101 the_keymaster = find_closest_monster (map, i, j, RP); 100 the_keymaster = find_closest_monster (map, i, j);
102 } 101 }
103 102
104 /* if we don't find a good keymaster, drop the key on the ground. */ 103 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster) 104 if (!the_keymaster)
106 { 105 {
107 int freeindex; 106 int freeindex;
108 107
109 freeindex = -1; 108 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++) 109 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 { 110 {
112 kx = rmg_rndm (RP->Xsize - 2) + 1; 111 kx = rmg_rndm (map->width - 2) + 1;
113 ky = rmg_rndm (RP->Ysize - 2) + 1; 112 ky = rmg_rndm (map->height - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 113 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 } 114 }
116 115
117 // can freeindex ever be < 0? 116 // can freeindex ever be < 0?
118 if (freeindex >= 0) 117 if (freeindex >= 0)
132 { 131 {
133 the_key->destroy (); 132 the_key->destroy ();
134 return 0; 133 return 0;
135 } 134 }
136 135
137 the_keymaster = find_monster_in_room (map, x, y, RP); 136 the_keymaster = find_monster_in_room (map, x, y);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */ 137 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky, RP); 138 find_spot_in_room (map, x, y, &kx, &ky);
140 } 139 }
141 else 140 else
142 { 141 {
143 int sum = 0; /* count how many keys we actually place */ 142 int sum = 0; /* count how many keys we actually place */
144 143
145 /* I'm lazy, so just try to place in all 4 directions. */ 144 /* 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); 145 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); 146 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); 147 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); 148 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
150 149
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */ 150 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */ 151 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 152 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 153 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); 154 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); 155 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
157 } 156 }
158 157
159 the_key->destroy (); 158 the_key->destroy ();
160 return 1; 159 return 1;
161 } 160 }
192maze, (required) 191maze, (required)
193treasure style (may be empty or NULL, or "none" to cause no treasure.) 192treasure style (may be empty or NULL, or "none" to cause no treasure.)
194treasureoptions (may be 0 for random choices or positive) 193treasureoptions (may be 0 for random choices or positive)
195*/ 194*/
196void 195void
197place_treasure (maptile *map, char **maze, const char *treasure_style, int treasureoptions, random_map_params *RP) 196place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
198{ 197{
199 int num_treasures; 198 int num_treasures;
200 199
201 /* bail out if treasure isn't wanted. */ 200 /* bail out if treasure isn't wanted. */
202 if (treasure_style) 201 if (treasure_style)
266 if (!chest) 265 if (!chest)
267 continue; /* if no chest was placed NEXT */ 266 continue; /* if no chest was placed NEXT */
268 267
269 if (treasureoptions & (DOORED | HIDDEN)) 268 if (treasureoptions & (DOORED | HIDDEN))
270 { 269 {
271 object **doorlist = find_doors_in_room (map, i, j, RP); 270 object **doorlist = find_doors_in_room (map, i, j);
272 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 271 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
273 free (doorlist); 272 free (doorlist);
274 } 273 }
275 } 274 }
276 } 275 }
288 tries = 0; 287 tries = 0;
289 while (i == -1 && tries < 100) 288 while (i == -1 && tries < 100)
290 { 289 {
291 i = rmg_rndm (RP->Xsize - 2) + 1; 290 i = rmg_rndm (RP->Xsize - 2) + 1;
292 j = rmg_rndm (RP->Ysize - 2) + 1; 291 j = rmg_rndm (RP->Ysize - 2) + 1;
292
293 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j);
294 294
295 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
296 i = -1; 296 i = -1;
297 297
298 tries++; 298 tries++;
405 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
406 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
408 { 408 {
409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
411 } 411 }
412 412
413 /* actually place the chest. */ 413 /* actually place the chest. */
414 the_chest->x = xl; 414 the_chest->x = xl;
415 the_chest->y = yl; 415 the_chest->y = yl;
417 return the_chest; 417 return the_chest;
418} 418}
419 419
420/* finds the closest monster and returns him, regardless of doors or walls */ 420/* finds the closest monster and returns him, regardless of doors or walls */
421static object * 421static object *
422find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y)
423{ 423{
424 int i; 424 int i;
425 425
426 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
427 { 427 {
428 int lx, ly; 428 int lx, ly;
429 429
430 lx = x + freearr_x[i]; 430 lx = x + freearr_x[i];
431 ly = y + freearr_y[i]; 431 ly = y + freearr_y[i];
432 /* boundscheck */ 432 /* boundscheck */
433 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 433 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
434 /* 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. */
435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
436 { 436 {
437 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
438 438
439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above); 439 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
440 ;
441
440 if (the_monster && the_monster->flag [FLAG_MONSTER]) 442 if (the_monster && the_monster->flag [FLAG_MONSTER])
441 return the_monster; 443 return the_monster;
442 } 444 }
443 } 445 }
444 return NULL; 446 return NULL;
449static object *theMonsterToFind; 451static object *theMonsterToFind;
450 452
451/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
452 it does a check-off on the maze, converting 0's to 1's */ 454 it does a check-off on the maze, converting 0's to 1's */
453static object * 455static object *
454find_monster_in_room_recursive (char **maze, maptile *map, int x, int y, random_map_params *RP) 456find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
455{ 457{
456 int i, j; 458 int i, j;
457 459
458 /* if we've found a monster already, leave */ 460 /* if we've found a monster already, leave */
459 if (theMonsterToFind != NULL) 461 if (theMonsterToFind != NULL)
460 return theMonsterToFind; 462 return theMonsterToFind;
461 463
462 /* bounds check x and y */ 464 /* bounds check x and y */
463 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 465 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
464 return theMonsterToFind; 466 return theMonsterToFind;
465 467
466 /* if the square is blocked or searched already, leave */ 468 /* if the square is blocked or searched already, leave */
467 if (maze[x][y] != 0) 469 if (maze[x][y] != 0)
468 return theMonsterToFind; /* might be NULL, that's fine. */ 470 return theMonsterToFind; /* might be NULL, that's fine. */
473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 475 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
474 { 476 {
475 object *the_monster = GET_MAP_OB (map, x, y); 477 object *the_monster = GET_MAP_OB (map, x, y);
476 478
477 /* check off this point */ 479 /* check off this point */
478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); 480 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
479 if (the_monster && the_monster->flag [FLAG_ALIVE]) 481 if (the_monster && the_monster->flag [FLAG_ALIVE])
480 { 482 {
481 theMonsterToFind = the_monster; 483 theMonsterToFind = the_monster;
482 return theMonsterToFind; 484 return theMonsterToFind;
483 } 485 }
484 } 486 }
485 487
486 /* now search all the 8 squares around recursively for a monster,in random order */ 488 /* now search all the 8 squares around recursively for a monster,in random order */
487 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 489 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
488 { 490 {
489 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 491 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
490 if (theMonsterToFind != NULL) 492 if (theMonsterToFind)
491 return theMonsterToFind; 493 return theMonsterToFind;
492 } 494 }
493 495
494 return theMonsterToFind; 496 return theMonsterToFind;
495} 497}
496 498
497/* sets up some data structures: the _recursive form does the 499/* sets up some data structures: the _recursive form does the
498 real work. */ 500 real work. */
499static object * 501static object *
500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 502find_monster_in_room (maptile *map, int x, int y)
501{ 503{
502 layout layout2 (map->width, map->height); 504 layout layout2 (map->width, map->height);
503 505
504 // find walls 506 // find walls
505 for (int i = 0; i < layout2.w; i++) 507 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2.h; j++) 508 for (int j = 0; j < layout2.h; j++)
507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 509 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
508 510
509 theMonsterToFind = 0; 511 theMonsterToFind = 0;
510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 512 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
511 513
512 return theMonsterToFind; 514 return theMonsterToFind;
513} 515}
514
515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
516static int *room_free_spots_x;
517static int *room_free_spots_y;
518static int number_of_free_spots_in_room;
519 516
520/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
521a datastructure of free points is set up, and a position chosen from 518a datastructure of free points is set up, and a position chosen from
522that datastructure. */ 519that datastructure. */
523static void 520static void
524find_spot_in_room_recursive (char **maze, int x, int y, random_map_params *RP) 521find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
525{ 522{
526 int i, j;
527
528 /* bounds check x and y */ 523 /* bounds check x and y */
529 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 524 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
530 return; 525 return;
531 526
532 /* if the square is blocked or searched already, leave */ 527 /* if the square is blocked or searched already, leave */
533 if (maze[x][y] != 0) 528 if (maze[x][y] != 0)
534 return; 529 return;
535 530
536 /* set the current square as checked, and add it to the list. 531 /* set the current square as checked, and add it to the list.
537 set theMonsterToFind and return it. */ 532 set theMonsterToFind and return it. */
538 /* check off this point */ 533 /* check off this point */
539 maze[x][y] = 1; 534 maze[x][y] = 1;
540 room_free_spots_x[number_of_free_spots_in_room] = x; 535 spots.push (point (x, y));
541 room_free_spots_y[number_of_free_spots_in_room] = y;
542 number_of_free_spots_in_room++;
543 536
544 /* now search all the 8 squares around recursively for free spots,in random order */ 537 /* now search all the 8 squares around recursively for free spots,in random order */
545 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 538 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
546 find_spot_in_room_recursive (maze, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 539 find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]);
547 540
548} 541}
549 542
550/* find a random non-blocked spot in this room to drop a key. */ 543/* find a random non-blocked spot in this room to drop a key. */
551static void 544static void
552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 545find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
553{ 546{
554 char **layout2; 547 fixed_stack<point> spots (map->width * map->height);
555 int i, j;
556 548
557 number_of_free_spots_in_room = 0; 549 layout layout2 (map->width, map->height);
558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
560 550
561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
562 /* allocate and copy the maze, converting C to 0. */ 551 /* allocate and copy the maze, converting C to 0. */
563 for (i = 0; i < RP->Xsize; i++) 552 for (int i = 0; i < map->width; i++)
564 { 553 for (int j = 0; j < map->height; j++)
565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 554 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
566 for (j = 0; j < RP->Ysize; j++)
567 if (wall_blocked (map, i, j))
568 layout2[i][j] = '#';
569 }
570 555
571 /* setup num_free_spots and room_free_spots */ 556 /* setup num_free_spots and room_free_spots */
572 find_spot_in_room_recursive (layout2, x, y, RP); 557 find_spot_in_room_recursive (layout2, spots, x, y);
573 558
574 if (number_of_free_spots_in_room > 0) 559 if (spots.size)
575 {
576 i = rmg_rndm (number_of_free_spots_in_room);
577 *kx = room_free_spots_x[i];
578 *ky = room_free_spots_y[i];
579 } 560 {
561 point p = spots [rmg_rndm (spots.size)];
580 562
581 /* deallocate the temp. maze */ 563 *kx = p.x;
582 for (i = 0; i < RP->Xsize; i++) 564 *ky = p.y;
583 free (layout2[i]); 565 }
584
585 free (layout2);
586 free (room_free_spots_x);
587 free (room_free_spots_y);
588} 566}
589
590 567
591/* searches the map for a spot with walls around it. The more 568/* searches the map for a spot with walls around it. The more
592 walls the better, but it'll settle for 1 wall, or even 0, but 569 walls the better, but it'll settle for 1 wall, or even 0, but
593 it'll return 0 if no FREE spots are found.*/ 570 it'll return 0 if no FREE spots are found.*/
594static void 571static void
595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 572find_enclosed_spot (maptile *map, int *cx, int *cy)
596{ 573{
597 int x, y; 574 int x, y;
598 int i; 575 int i;
599 576
600 x = *cx; 577 x = *cx;
734 return NULL; 711 return NULL;
735} 712}
736 713
737/* the workhorse routine, which finds the doors in a room */ 714/* the workhorse routine, which finds the doors in a room */
738static void 715static void
739find_doors_in_room_recursive (char **maze, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 716find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
740{ 717{
741 int i, j; 718 int i, j;
742 object *door; 719 object *door;
743 720
744 /* bounds check x and y */ 721 /* bounds check x and y */
745 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 722 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
746 return; 723 return;
747 724
748 /* if the square is blocked or searched already, leave */ 725 /* if the square is blocked or searched already, leave */
749 if (maze[x][y] == 1) 726 if (maze[x][y] == 1)
750 return; 727 return;
773 750
774 /* now search all the 8 squares around recursively for free spots,in random order */ 751 /* now search all the 8 squares around recursively for free spots,in random order */
775 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 752 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
776 find_doors_in_room_recursive (maze, map, 753 find_doors_in_room_recursive (maze, map,
777 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 754 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
778 doorlist, ndoors, RP); 755 doorlist, ndoors);
779 } 756 }
780} 757}
781 758
782/* find a random non-blocked spot in this room to drop a key. */ 759/* find a random non-blocked spot in this room to drop a key. */
783static object ** 760static object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 761find_doors_in_room (maptile *map, int x, int y)
785{ 762{
786 int i, j; 763 int i, j;
787 int ndoors = 0; 764 int ndoors = 0;
788 765
789 object **doorlist = (object **)calloc (sizeof (int), 1024); 766 object **doorlist = (object **)calloc (sizeof (int), 1024);
790 767
791 layout layout2 (RP->Xsize, RP->Ysize); 768 layout layout2 (map->width, map->height);
792 layout2.clear (); 769 layout2.clear ();
793 770
794 /* allocate and copy the maze, converting C to 0. */ 771 /* allocate and copy the maze, converting C to 0. */
795 for (i = 0; i < RP->Xsize; i++) 772 for (i = 0; i < map->width; i++)
796 for (j = 0; j < RP->Ysize; j++) 773 for (j = 0; j < map->height; j++)
797 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 774 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
798 775
799 /* setup num_free_spots and room_free_spots */ 776 /* setup num_free_spots and room_free_spots */
800 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 777 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
801 778
802 return doorlist; 779 return doorlist;
803} 780}
804 781
805/* locks and/or hides all the doors in doorlist, or does nothing if 782/* locks and/or hides all the doors in doorlist, or does nothing if
824 new_door->y = door->y; 801 new_door->y = door->y;
825 door->destroy (); 802 door->destroy ();
826 doorlist[i] = new_door; 803 doorlist[i] = new_door;
827 insert_ob_in_map (new_door, map, NULL, 0); 804 insert_ob_in_map (new_door, map, NULL, 0);
828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 805 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 806 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
830 } 807 }
831 } 808 }
832 809
833 /* change the faces of the doors and surrounding walls to hide them. */ 810 /* change the faces of the doors and surrounding walls to hide them. */
834 if (opts & HIDDEN) 811 if (opts & HIDDEN)

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