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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.17 by root, Mon Jan 15 15:54:19 2007 UTC

1/*
2 * static char *rcsid_treasure_c =
3 * "$Id: treasure.C,v 1.2 2006/08/29 08:01:36 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 Copyright (C) 1992 Frank Tore Johansen
11 8
12 This program is free software; you can redistribute it and/or modify 9 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 10 it under the terms of the GNU General Public License as published by
21 18
22 You should have received a copy of the GNU General Public License 19 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 20 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 22
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 24*/
28 25
29/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
30 27
31 28
34#include <random_map.h> 31#include <random_map.h>
35#include <rproto.h> 32#include <rproto.h>
36 33
37/* some defines for various options which can be set. */ 34/* some defines for various options which can be set. */
38 35
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 36#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 37#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 38#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 39#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 40#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 41#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 42#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 43#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 44#define LAST_OPTION 64 /* set this to the last real option, for random */
48 45
49#define NO_PASS_DOORS 0 46#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 47#define PASS_DOORS 1
51 48
52 49
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 50/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 51 * and doors but not monsters.
55 * This function is not map tile aware. 52 * This function is not map tile aware.
56 */ 53 */
57 54
55int
58int wall_blocked(mapstruct *m, int x, int y) { 56wall_blocked (maptile *m, int x, int y)
57{
59 int r; 58 int r;
60 59
61 if(OUT_OF_REAL_MAP(m,x,y)) 60 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1; 61 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; 62 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 63 return r;
65} 64}
66 65
67/* place treasures in the map, given the 66/* place treasures in the map, given the
68map, (required) 67map, (required)
69layout, (required) 68layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 69treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 70treasureoptions (may be 0 for random choices or positive)
72*/ 71*/
73 72
73void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
75{
75 char styledirname[256]; 76 char styledirname[1024];
76 char stylefilepath[256]; 77 char stylefilepath[1024];
77 mapstruct *style_map=0; 78 maptile *style_map = 0;
78 int num_treasures; 79 int num_treasures;
79 80
80 /* bail out if treasure isn't wanted. */ 81 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 82 if (treasure_style)
83 if (!strcmp (treasure_style, "none"))
84 return;
85 if (treasureoptions <= 0)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 86 treasureoptions = RANDOM () % (2 * LAST_OPTION);
83 87
84 /* filter out the mutually exclusive options */ 88 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 89 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 90 {
91 if (RANDOM () % 2)
92 treasureoptions -= 1;
93 else
87 else treasureoptions-=2;} 94 treasureoptions -= 2;
95 }
88 96
89 /* pick the number of treasures */ 97 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 98 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 99 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 100 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 101 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
102 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 103 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
95 104
96 if(num_treasures <= 0 ) return; 105 if (num_treasures <= 0)
106 return;
97 107
98 /* get the style map */ 108 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 109 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 110 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 111 style_map = find_style (styledirname, treasure_style, -1);
102 112
103 /* all the treasure at one spot in the map. */ 113 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 114 if (treasureoptions & CONCENTRATED)
115 {
105 116
106 /* map_layout_style global, and is previously set */ 117 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 118 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 119 {
120 case LAYOUT_ONION:
121 case LAYOUT_SPIRAL:
122 case LAYOUT_SQUARE_SPIRAL:
123 {
112 int i,j; 124 int i, j;
125
113 /* search the onion for C's or '>', and put treasure there. */ 126 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 127 for (i = 0; i < RP->Xsize; i++)
128 {
115 for(j=0;j<RP->Ysize;j++) { 129 for (j = 0; j < RP->Ysize; j++)
130 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 131 if (layout[i][j] == 'C' || layout[i][j] == '>')
132 {
117 int tdiv = RP->symmetry_used; 133 int tdiv = RP->symmetry_used;
134 object **doorlist;
135 object *chest;
136
137 if (tdiv == 3)
138 tdiv = 2; /* this symmetry uses a divisor of 2 */
139 /* don't put a chest on an exit. */
140 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
141 if (!chest)
142 continue; /* if no chest was placed NEXT */
143 if (treasureoptions & (DOORED | HIDDEN))
144 {
145 doorlist = find_doors_in_room (map, i, j, RP);
146 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
147 free (doorlist);
148 }
149 }
150 }
151 }
152 break;
153 }
154 default:
155 {
156 int i, j, tries;
157 object *chest;
118 object **doorlist; 158 object **doorlist;
119 object *chest; 159
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 160 i = j = -1;
121 /* don't put a chest on an exit. */ 161 tries = 0;
162 while (i == -1 && tries < 100)
163 {
164 i = RANDOM () % (RP->Xsize - 2) + 1;
165 j = RANDOM () % (RP->Ysize - 2) + 1;
166 find_enclosed_spot (map, &i, &j, RP);
167 if (wall_blocked (map, i, j))
168 i = -1;
169 tries++;
170 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 171 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 172 if (!chest)
173 return;
174 i = chest->x;
175 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 176 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 177 {
178 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 179 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 180 free (doorlist);
128 } 181 }
129 } 182 }
130 } 183 }
184 }
185 else
186 { /* DIFFUSE treasure layout */
187 int ti, i, j;
188
189 for (ti = 0; ti < num_treasures; ti++)
131 } 190 {
132 break;
133 }
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1; 191 i = RANDOM () % (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 192 j = RANDOM () % (RP->Ysize - 2) + 1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 193 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 194 }
165 } 195 }
166} 196}
167
168
169 197
170/* put a chest into the map, near x and y, with the treasure style 198/* put a chest into the map, near x and y, with the treasure style
171 determined (may be null, or may be a treasure list from lib/treasures, 199 determined (may be null, or may be a treasure list from lib/treasures,
172 if the global variable "treasurestyle" is set to that treasure list's name */ 200 if the global variable "treasurestyle" is set to that treasure list's name */
173 201
202object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 203place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
204{
175 object *the_chest; 205 object *the_chest;
176 int i,xl,yl; 206 int i, xl, yl;
177 207
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 208 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 209
180 /* first, find a place to put the chest. */ 210 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 211 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 212 if (i == -1)
183 free_object(the_chest); 213 {
214 the_chest->destroy ();
184 return NULL; 215 return NULL;
185 } 216 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 217
218 xl = x + freearr_x[i];
219 yl = y + freearr_y[i];
187 220
188 /* if the placement is blocked, return a fail. */ 221 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 222 if (wall_blocked (map, xl, yl))
190 223 return 0;
191 224
192 /* put the treasures in the chest. */ 225 /* put the treasures in the chest. */
193 /* if(style_map) { */ 226 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 227#if 0 /* don't use treasure style maps for now! */
195 int ti; 228 int ti;
229
196 /* if treasurestyle lists a treasure list, use it. */ 230 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 231 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232
198 if(tlist!=NULL) 233 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 234 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 236 object *new_treasure = pick_random_object (style_map);
237
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 239 }
203 else { /* use the style map */ 240 else
241 { /* use the style map */
242 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures;
244 }
245#endif
246 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest");
248
204 the_chest->randomitems=tlist; 249 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
206 } 251 }
207#endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213 252
214 /* stick a trap in the chest if required */ 253 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 254 if (treasureoptions & TRAPPED)
255 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 257 object *the_trap;
258
218 if(trap_map) { 259 if (trap_map)
260 {
219 the_trap= pick_random_object(trap_map); 261 the_trap = pick_random_object (trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty; 262 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
222 if(the_trap) { 264 if (the_trap)
265 {
223 object *new_trap; 266 object *new_trap;
267
224 new_trap = arch_to_object(the_trap->arch); 268 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 269 new_trap->copy_to (the_trap);
226 new_trap->x = x; 270 new_trap->x = x;
227 new_trap->y = y; 271 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 272 insert_ob_in_ob (new_trap, the_chest);
273 }
229 } 274 }
230 }
231 } 275 }
232 276
233 /* set the chest lock code, and call the keyplacer routine with 277 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 278 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 279 there's only 1 treasure.... */
236 280
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 {
238 char keybuf[256]; 283 char keybuf[1024];
284
239 sprintf(keybuf,"%d",(int)RANDOM()); 285 sprintf (keybuf, "%d", (int) RANDOM ());
240 the_chest->slaying = add_string(keybuf); 286 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 288 }
243 289
244 /* actually place the chest. */ 290 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 291 the_chest->x = xl;
292 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 293 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 294 return the_chest;
248} 295}
249 296
250 297
251/* finds the closest monster and returns him, regardless of doors 298/* finds the closest monster and returns him, regardless of doors
252 or walls */ 299 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 300object *
301find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
302{
254 int i; 303 int i;
304
255 for(i=0;i<SIZEOFFREE;i++) { 305 for (i = 0; i < SIZEOFFREE; i++)
306 {
256 int lx,ly; 307 int lx, ly;
308
257 lx=x+freearr_x[i]; 309 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 310 ly = y + freearr_y[i];
259 /* boundscheck */ 311 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 312 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 313 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 314 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
315 {
263 object *the_monster=get_map_ob(map,lx,ly); 316 object *the_monster = GET_MAP_OB (map, lx, ly);
317
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 318 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 319 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 320 return the_monster;
321 }
267 } 322 }
268 }
269 return NULL; 323 return NULL;
270} 324}
271 325
272 326
273 327
274/* places keys in the map, preferably in something alive. 328/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 329 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 330 door_flag is either PASS_DOORS or NO_PASS_DOORS.
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 334
281 The idea is that you call keyplace on x,y where a door is, and it'll make 335 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door. 336 sure a key is placed on both sides of the door.
283*/ 337*/
284 338
339int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
286 int i,j; 342 int i, j;
287 int kx,ky; 343 int kx, ky;
288 object *the_keymaster; /* the monster that gets the key. */ 344 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 345 object *the_key;
290 346
291 /* get a key and set its keycode */ 347 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 348 the_key = get_archetype ("key2");
293 the_key->slaying = add_string(keycode); 349 the_key->slaying = keycode;
294 350
295
296 if(door_flag==PASS_DOORS) { 351 if (door_flag == PASS_DOORS)
352 {
297 int tries=0; 353 int tries = 0;
354
298 the_keymaster=NULL; 355 the_keymaster = NULL;
299 while(tries<15&&the_keymaster==NULL) { 356 while (tries < 15 && the_keymaster == NULL)
357 {
300 i = (RANDOM()%(RP->Xsize-2))+1; 358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
301 j = (RANDOM()%(RP->Ysize-2))+1; 359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
302 tries++; 360 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP); 361 the_keymaster = find_closest_monster (map, i, j, RP);
304 } 362 }
305 /* if we don't find a good keymaster, drop the key on the ground. */ 363 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) { 364 if (the_keymaster == NULL)
365 {
307 int freeindex; 366 int freeindex;
308 367
309 freeindex = -1; 368 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 369 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 {
311 kx = (RANDOM()%(RP->Xsize-2))+1; 371 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
312 ky = (RANDOM()%(RP->Ysize-2))+1; 372 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky); 373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
314 } 374 }
375
315 if(freeindex != -1) { 376 if (freeindex != -1)
377 {
316 kx += freearr_x[freeindex]; 378 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex]; 379 ky += freearr_y[freeindex];
380 }
318 } 381 }
319 }
320 } 382 }
383 else
321 else { /* NO_PASS_DOORS --we have to work harder.*/ 384 { /* NO_PASS_DOORS --we have to work harder. */
322 /* don't try to keyplace if we're sitting on a blocked square and 385 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */ 386 NO_PASS_DOORS is set. */
324 if(n_keys==1) { 387 if (n_keys == 1)
388 {
325 if(wall_blocked(map,x,y)) return 0; 389 if (wall_blocked (map, x, y))
390 return 0;
391
326 the_keymaster=find_monster_in_room(map,x,y,RP); 392 the_keymaster = find_monster_in_room (map, x, y, RP);
327 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP); 394 find_spot_in_room (map, x, y, &kx, &ky, RP);
329 } 395 }
330 else { 396 else
397 {
331 int sum=0; /* count how many keys we actually place */ 398 int sum = 0; /* count how many keys we actually place */
399
332 /* I'm lazy, so just try to place in all 4 directions. */ 400 /* I'm lazy, so just try to place in all 4 directions. */
333 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP); 401 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
334 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP); 402 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
335 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); 403 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
336 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); 404 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 405 if (sum < 2) /* we might have made a disconnected map-place more keys. */
338 { /* diagnoally this time. */ 406 { /* diagnoally this time. */
339 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 407 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
340 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); 408 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
341 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); 409 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
342 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); 410 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
343 } 411 }
412 return 1;
413 }
414 }
415
416 if (the_keymaster == NULL)
417 {
418 the_key->x = kx;
419 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0);
344 return 1; 421 return 1;
345 }
346 } 422 }
347 423
348 if(the_keymaster==NULL) {
349 the_key->x = kx;
350 the_key->y = ky;
351 insert_ob_in_map(the_key,map,NULL,0);
352 return 1;
353 }
354
355 insert_ob_in_ob(the_key,the_keymaster); 424 insert_ob_in_ob (the_key, the_keymaster);
356 return 1; 425 return 1;
357} 426}
358 427
359 428
360 429
361/* both find_monster_in_room routines need to have access to this. */ 430/* both find_monster_in_room routines need to have access to this. */
362 431
363object *theMonsterToFind; 432object *theMonsterToFind;
364 433
365/* a recursive routine which will return a monster, eventually,if there is one. 434/* a recursive routine which will return a monster, eventually,if there is one.
366 it does a check-off on the layout, converting 0's to 1's */ 435 it does a check-off on the layout, converting 0's to 1's */
367 436
437object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 438find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
439{
369 int i,j; 440 int i, j;
441
370 /* if we've found a monster already, leave */ 442 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 443 if (theMonsterToFind != NULL)
444 return theMonsterToFind;
372 445
373 /* bounds check x and y */ 446 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 447 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
448 return theMonsterToFind;
375 449
376 /* if the square is blocked or searched already, leave */ 450 /* if the square is blocked or searched already, leave */
451 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 452 return theMonsterToFind; /* might be NULL, that's fine. */
378 453
379 /* check the current square for a monster. If there is one, 454 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 455 set theMonsterToFind and return it. */
381 layout[x][y]=1; 456 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 457 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
458 {
383 object *the_monster = get_map_ob(map,x,y); 459 object *the_monster = GET_MAP_OB (map, x, y);
460
384 /* check off this point */ 461 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 462 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
386 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 463 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
464 {
387 theMonsterToFind=the_monster; 465 theMonsterToFind = the_monster;
388 return theMonsterToFind; 466 return theMonsterToFind;
389 } 467 }
390 } 468 }
391 469
392 /* now search all the 8 squares around recursively for a monster,in random order */ 470 /* now search all the 8 squares around recursively for a monster,in random order */
393 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 471 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
472 {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 473 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
395 if(theMonsterToFind!=NULL) return theMonsterToFind; 474 if (theMonsterToFind != NULL)
475 return theMonsterToFind;
396 } 476 }
397 return theMonsterToFind; 477 return theMonsterToFind;
398} 478}
399 479
400 480
401/* sets up some data structures: the _recursive form does the 481/* sets up some data structures: the _recursive form does the
402 real work. */ 482 real work. */
403 483
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 484object *
485find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
486{
405 char **layout2; 487 char **layout2;
406 int i,j; 488 int i, j;
489
407 theMonsterToFind=0; 490 theMonsterToFind = 0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 491 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 492 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 493 for (i = 0; i < RP->Xsize; i++)
494 {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 495 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) { 496 for (j = 0; j < RP->Ysize; j++)
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 497 {
414 } 498 if (wall_blocked (map, i, j))
499 layout2[i][j] = '#';
500 }
415 } 501 }
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 502 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 503
418 /* deallocate the temp. layout */ 504 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) { 505 for (i = 0; i < RP->Xsize; i++)
506 {
420 free(layout2[i]); 507 free (layout2[i]);
421 } 508 }
422 free(layout2); 509 free (layout2);
423 510
424 return theMonsterToFind; 511 return theMonsterToFind;
425} 512}
426
427 513
428
429 514
515
516
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x; 518int *room_free_spots_x;
432int *room_free_spots_y; 519int *room_free_spots_y;
433int number_of_free_spots_in_room; 520int number_of_free_spots_in_room;
434 521
435/* the workhorse routine, which finds the free spots in a room: 522/* the workhorse routine, which finds the free spots in a room:
436a datastructure of free points is set up, and a position chosen from 523a datastructure of free points is set up, and a position chosen from
437that datastructure. */ 524that datastructure. */
438 525
526void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{
440 int i,j; 529 int i, j;
441 530
442 /* bounds check x and y */ 531 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
533 return;
444 534
445 /* if the square is blocked or searched already, leave */ 535 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 536 if (layout[x][y] != 0)
537 return;
447 538
448 /* set the current square as checked, and add it to the list. 539 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 540 set theMonsterToFind and return it. */
450 /* check off this point */ 541 /* check off this point */
451 layout[x][y]=1; 542 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
455 /* now search all the 8 squares around recursively for free spots,in random order */ 546 /* now search all the 8 squares around recursively for free spots,in random order */
456 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 547 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
548 {
457 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
458 } 550 }
459 551
460} 552}
461 553
462/* find a random non-blocked spot in this room to drop a key. */ 554/* find a random non-blocked spot in this room to drop a key. */
555void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 556find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
557{
464 char **layout2; 558 char **layout2;
465 int i,j; 559 int i, j;
560
466 number_of_free_spots_in_room=0; 561 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 562 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 563 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 564
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 565 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 566 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 567 for (i = 0; i < RP->Xsize; i++)
568 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 570 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 571 {
476 } 572 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#';
574 }
477 } 575 }
478 576
479 /* setup num_free_spots and room_free_spots */ 577 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 578 find_spot_in_room_recursive (layout2, x, y, RP);
481 579
482 if(number_of_free_spots_in_room > 0) { 580 if (number_of_free_spots_in_room > 0)
581 {
483 i = RANDOM()%number_of_free_spots_in_room; 582 i = RANDOM () % number_of_free_spots_in_room;
484 *kx = room_free_spots_x[i]; 583 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 584 *ky = room_free_spots_y[i];
486 } 585 }
487 586
488 /* deallocate the temp. layout */ 587 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 588 for (i = 0; i < RP->Xsize; i++)
589 {
490 free(layout2[i]); 590 free (layout2[i]);
491 } 591 }
492 free(layout2); 592 free (layout2);
493 free(room_free_spots_x); 593 free (room_free_spots_x);
494 free(room_free_spots_y); 594 free (room_free_spots_y);
495} 595}
496 596
497 597
498/* searches the map for a spot with walls around it. The more 598/* searches the map for a spot with walls around it. The more
499 walls the better, but it'll settle for 1 wall, or even 0, but 599 walls the better, but it'll settle for 1 wall, or even 0, but
500 it'll return 0 if no FREE spots are found.*/ 600 it'll return 0 if no FREE spots are found.*/
501 601
602void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{
503 int x,y; 605 int x, y;
504 int i; 606 int i;
607
505 x = *cx;y=*cy; 608 x = *cx;
609 y = *cy;
506 610
507 for(i=0;i<=SIZEOFFREE1;i++) { 611 for (i = 0; i <= SIZEOFFREE1; i++)
612 {
508 int lx,ly,sindex; 613 int lx, ly, sindex;
614
509 lx = x +freearr_x[i]; 615 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 616 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 617 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 618 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 620 {
621 *cx = lx;
622 *cy = ly;
515 return; 623 return;
516 } 624 }
517 } 625 }
518 626
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 627 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 628 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 629 for (i = 0; i <= SIZEOFFREE1; i++)
630 {
522 int lx,ly,sindex; 631 int lx, ly, sindex;
632
523 lx = x +freearr_x[i]; 633 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 634 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 635 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 636 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 638 {
639 *cx = lx;
640 *cy = ly;
529 return; 641 return;
530 } 642 }
531 } 643 }
532 644
533 /* settle for one surround point */ 645 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 646 for (i = 0; i <= SIZEOFFREE1; i++)
647 {
535 int lx,ly,sindex; 648 int lx, ly, sindex;
649
536 lx = x +freearr_x[i]; 650 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 651 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 652 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 653 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 654 if (sindex)
541 *cx= lx;*cy= ly; 655 {
656 *cx = lx;
657 *cy = ly;
542 return; 658 return;
543 } 659 }
544 } 660 }
545 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 663
664 if (i != -1)
665 {
548 *cx = x +freearr_x[i]; 666 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 667 *cy = y + freearr_y[i];
550 return;
551 } 668 }
669 else
670 {
552 /* indicate failure */ 671 /* indicate failure */
553 *cx=*cy=-1; 672 *cx = -1;
673 *cy = -1;
674 }
554} 675}
555 676
556 677
678void
557void remove_monsters(int x,int y,mapstruct *map) { 679remove_monsters (int x, int y, maptile *map)
680{
558 object *tmp; 681 object *tmp;
559 682
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
562 if(tmp->head) tmp=tmp->head; 685 {
563 remove_ob(tmp); 686 if (tmp->head)
564 free_object(tmp); 687 tmp = tmp->head;
565 tmp=get_map_ob(map,x,y); 688 tmp->remove ();
689 tmp->destroy ();
690 tmp = GET_MAP_OB (map, x, y);
566 if(tmp==NULL) break; 691 if (tmp == NULL)
692 break;
567 }; 693 };
568} 694}
569 695
570 696
571/* surrounds the point x,y by doors, so as to enclose something, like 697/* surrounds the point x,y by doors, so as to enclose something, like
572 a chest. It only goes as far as the 8 squares surrounding, and 698 a chest. It only goes as far as the 8 squares surrounding, and
573 it'll remove any monsters it finds.*/ 699 it'll remove any monsters it finds.*/
574 700
701object **
575object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{
576 int i; 704 int i;
577 char *doors[2]; 705 char *doors[2];
578 object **doorlist; 706 object **doorlist;
579 int ndoors_made=0; 707 int ndoors_made = 0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
581 709
582 /* this is a list we pick from, for horizontal and vertical doors */ 710 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) { 711 if (opts & DOORED)
712 {
584 doors[0]="locked_door2"; 713 doors[0] = "locked_door2";
585 doors[1]="locked_door1"; 714 doors[1] = "locked_door1";
586 } 715 }
587 else { 716 else
717 {
588 doors[0]="door_1"; 718 doors[0] = "door_1";
589 doors[1]="door_2"; 719 doors[1] = "door_2";
590 } 720 }
591 721
592 /* place doors in all the 8 adjacent unblocked squares. */ 722 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) { 723 for (i = 1; i < 9; i++)
724 {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
595 726
596 if(!wall_blocked(map,x1,y1) 727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
597 || layout[x1][y1]=='>') {/* place a door */ 728 { /* place a door */
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
730
599 new_door->x = x + freearr_x[i]; 731 new_door->x = x + freearr_x[i];
600 new_door->y = y + freearr_y[i]; 732 new_door->y = y + freearr_y[i];
601 remove_monsters(new_door->x,new_door->y,map); 733 remove_monsters (new_door->x, new_door->y, map);
602 insert_ob_in_map(new_door,map,NULL,0); 734 insert_ob_in_map (new_door, map, NULL, 0);
603 doorlist[ndoors_made]=new_door; 735 doorlist[ndoors_made] = new_door;
604 ndoors_made++; 736 ndoors_made++;
605 } 737 }
606 } 738 }
607 return doorlist; 739 return doorlist;
608} 740}
609 741
610 742
611/* returns the first door in this square, or NULL if there isn't a door. */ 743/* returns the first door in this square, or NULL if there isn't a door. */
744object *
612object *door_in_square(mapstruct *map,int x,int y) { 745door_in_square (maptile *map, int x, int y)
746{
613 object *tmp; 747 object *tmp;
748
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 749 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp;
616 return NULL; 752 return NULL;
617} 753}
618 754
619 755
620/* the workhorse routine, which finds the doors in a room */ 756/* the workhorse routine, which finds the doors in a room */
757void
621void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 758find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
759{
622 int i,j; 760 int i, j;
623 object *door; 761 object *door;
624 762
625 /* bounds check x and y */ 763 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 764 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
765 return;
627 766
628 /* if the square is blocked or searched already, leave */ 767 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return; 768 if (layout[x][y] == 1)
769 return;
630 770
631 /* check off this point */ 771 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */ 772 if (layout[x][y] == '#')
773 { /* there could be a door here */
633 layout[x][y]=1; 774 layout[x][y] = 1;
634 door=door_in_square(map,x,y); 775 door = door_in_square (map, x, y);
635 if(door!=NULL) { 776 if (door)
777 {
636 doorlist[*ndoors]=door; 778 doorlist[*ndoors] = door;
637 if(*ndoors>254) /* eek! out of memory */ 779 if (*ndoors > 1022) /* eek! out of memory */
638 { 780 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 781 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return; 782 return;
641 } 783 }
784
642 *ndoors=*ndoors+1; 785 *ndoors = *ndoors + 1;
643 } 786 }
644 } 787 }
645 else { 788 else
789 {
646 layout[x][y]=1; 790 layout[x][y] = 1;
647 /* now search all the 8 squares around recursively for free spots,in random order */ 791 /* now search all the 8 squares around recursively for free spots,in random order */
648 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
649 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); 793 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
650 }
651 } 794 }
652} 795}
653 796
654/* find a random non-blocked spot in this room to drop a key. */ 797/* find a random non-blocked spot in this room to drop a key. */
655object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { 798object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800{
656 char **layout2; 801 char **layout2;
657 object **doorlist; 802 object **doorlist;
658 int i,j; 803 int i, j;
659 int ndoors=0; 804 int ndoors = 0;
660 805
661 doorlist = (object **)calloc(sizeof(int),256); 806 doorlist = (object **) calloc (sizeof (int), 1024);
662 807
663
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */ 809 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) { 810 for (i = 0; i < RP->Xsize; i++)
811 {
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) { 813 for (j = 0; j < RP->Ysize; j++)
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 814 {
670 } 815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
671 } 818 }
672 819
673 /* setup num_free_spots and room_free_spots */ 820 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
675 822
676 /* deallocate the temp. layout */ 823 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) { 824 for (i = 0; i < RP->Xsize; i++)
678 free(layout2[i]); 825 free (layout2[i]);
679 } 826
680 free(layout2); 827 free (layout2);
681 return doorlist; 828 return doorlist;
682} 829}
683 830
684 831
685 832
686/* locks and/or hides all the doors in doorlist, or does nothing if 833/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 834 opts doesn't say to lock/hide doors. */
688 835
836void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{
690 object *door; 839 object *door;
691 int i; 840 int i;
841
692 /* lock the doors and hide the keys. */ 842 /* lock the doors and hide the keys. */
693 843
694 if(opts & DOORED) { 844 if (opts & DOORED)
845 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
847 {
696 object *new_door=get_archetype("locked_door1"); 848 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 849 char keybuf[1024];
850
698 door=doorlist[i]; 851 door = doorlist[i];
699 new_door->face = door->face; 852 new_door->face = door->face;
700 new_door->x = door->x; 853 new_door->x = door->x;
701 new_door->y = door->y; 854 new_door->y = door->y;
702 remove_ob(door); 855 door->remove ();
703 free_object(door); 856 door->destroy ();
704 doorlist[i]=new_door; 857 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 858 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 859 sprintf (keybuf, "%d", (int) RANDOM ());
707 new_door->slaying = add_string(keybuf); 860 new_door->slaying = keybuf;
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
709 } 862 }
710 } 863 }
711 864
712 /* change the faces of the doors and surrounding walls to hide them. */ 865 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 866 if (opts & HIDDEN)
867 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 868 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
869 {
715 object *wallface; 870 object *wallface;
871
716 door=doorlist[i]; 872 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 873 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 874 if (wallface != NULL)
875 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
723 door->face = wallface->face; 880 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 881 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
725 free_object(wallface); 882 wallface->remove ();
883 wallface->destroy ();
884 }
726 } 885 }
727 }
728 } 886 }
729} 887}

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