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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.22 by root, Fri Jan 19 21:49:58 2007 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: treasure.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
30
31
32 26
33#include <global.h> 27#include <global.h>
34#include <random_map.h> 28#include <random_map.h>
35#include <rproto.h> 29#include <rproto.h>
36 30
37/* some defines for various options which can be set. */ 31/* some defines for various options which can be set. */
38 32
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 33#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 34#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 35#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 36#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 37#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 38#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 39#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 40#define FILLED 128 /* Fill/tile the entire map with treasure */
47#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 */
48 42
49#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 44#define PASS_DOORS 1
51 45
52 46
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 47/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 48 * and doors but not monsters.
55 * This function is not map tile aware. 49 * This function is not map tile aware.
56 */ 50 */
57 51int
58int wall_blocked(mapstruct *m, int x, int y) { 52wall_blocked (maptile *m, int x, int y)
59 int r; 53{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 54 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1; 55 return 1;
56
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; 57 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 58 return r;
65} 59}
66 60
67/* place treasures in the map, given the 61/* place treasures in the map, given the
68map, (required) 62map, (required)
69layout, (required) 63layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 64treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 65treasureoptions (may be 0 for random choices or positive)
72*/ 66*/
73 67void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 68place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
69{
75 char styledirname[256]; 70 char styledirname[1024];
76 char stylefilepath[256]; 71 char stylefilepath[1024];
77 mapstruct *style_map=0; 72 maptile *style_map = 0;
78 int num_treasures; 73 int num_treasures;
79 74
80 /* bail out if treasure isn't wanted. */ 75 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 76 if (treasure_style)
77 if (!strcmp (treasure_style, "none"))
78 return;
79
80 if (treasureoptions <= 0)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 81 treasureoptions = RANDOM () % (2 * LAST_OPTION);
83 82
84 /* filter out the mutually exclusive options */ 83 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 84 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 85 {
86 if (rndm (2))
87 treasureoptions -= 1;
88 else
87 else treasureoptions-=2;} 89 treasureoptions -= 2;
90 }
88 91
89 /* pick the number of treasures */ 92 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 93 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 94 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 95 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 96 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
97 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 98 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
95 99
96 if(num_treasures <= 0 ) return; 100 if (num_treasures <= 0)
101 return;
97 102
98 /* get the style map */ 103 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 104 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 105 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 106 style_map = find_style (styledirname, treasure_style, -1);
102 107
103 /* all the treasure at one spot in the map. */ 108 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 109 if (treasureoptions & CONCENTRATED)
110 {
105 111
106 /* map_layout_style global, and is previously set */ 112 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 113 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 114 {
115 case LAYOUT_ONION:
116 case LAYOUT_SPIRAL:
117 case LAYOUT_SQUARE_SPIRAL:
118 {
112 int i,j; 119 int i, j;
120
113 /* search the onion for C's or '>', and put treasure there. */ 121 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 122 for (i = 0; i < RP->Xsize; i++)
123 {
115 for(j=0;j<RP->Ysize;j++) { 124 for (j = 0; j < RP->Ysize; j++)
125 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 126 if (layout[i][j] == 'C' || layout[i][j] == '>')
127 {
117 int tdiv = RP->symmetry_used; 128 int tdiv = RP->symmetry_used;
129 object **doorlist;
130 object *chest;
131
132 if (tdiv == 3)
133 tdiv = 2; /* this symmetry uses a divisor of 2 */
134 /* don't put a chest on an exit. */
135 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
136 if (!chest)
137 continue; /* if no chest was placed NEXT */
138 if (treasureoptions & (DOORED | HIDDEN))
139 {
140 doorlist = find_doors_in_room (map, i, j, RP);
141 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
142 free (doorlist);
143 }
144 }
145 }
146 }
147 break;
148 }
149 default:
150 {
151 int i, j, tries;
152 object *chest;
118 object **doorlist; 153 object **doorlist;
119 object *chest; 154
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 155 i = j = -1;
121 /* don't put a chest on an exit. */ 156 tries = 0;
157 while (i == -1 && tries < 100)
158 {
159 i = RANDOM () % (RP->Xsize - 2) + 1;
160 j = RANDOM () % (RP->Ysize - 2) + 1;
161 find_enclosed_spot (map, &i, &j, RP);
162 if (wall_blocked (map, i, j))
163 i = -1;
164 tries++;
165 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 166 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 167 if (!chest)
168 return;
169 i = chest->x;
170 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 171 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 172 {
173 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 174 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 175 free (doorlist);
128 } 176 }
129 } 177 }
130 } 178 }
179 }
180 else
181 { /* DIFFUSE treasure layout */
182 int ti, i, j;
183
184 for (ti = 0; ti < num_treasures; ti++)
131 } 185 {
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; 186 i = RANDOM () % (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 187 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); 188 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 189 }
165 } 190 }
166} 191}
167
168
169 192
170/* put a chest into the map, near x and y, with the treasure style 193/* 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, 194 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 */ 195 if the global variable "treasurestyle" is set to that treasure list's name */
173 196
197object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 198place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
199{
175 object *the_chest; 200 object *the_chest;
176 int i,xl,yl; 201 int i, xl, yl;
177 202
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 203 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 204
180 /* first, find a place to put the chest. */ 205 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 206 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 207 if (i == -1)
183 free_object(the_chest); 208 {
209 the_chest->destroy ();
184 return NULL; 210 return NULL;
185 } 211 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 212
213 xl = x + freearr_x[i];
214 yl = y + freearr_y[i];
187 215
188 /* if the placement is blocked, return a fail. */ 216 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 217 if (wall_blocked (map, xl, yl))
190 218 return 0;
191 219
192 /* put the treasures in the chest. */ 220 /* put the treasures in the chest. */
193 /* if(style_map) { */ 221 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 222#if 0 /* don't use treasure style maps for now! */
195 int ti; 223 int ti;
224
196 /* if treasurestyle lists a treasure list, use it. */ 225 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 226 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
227
198 if(tlist!=NULL) 228 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 229 for (ti = 0; ti < n_treasures; ti++)
230 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 231 object *new_treasure = pick_random_object (style_map);
232
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 233 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 234 }
203 else { /* use the style map */ 235 else
236 { /* use the style map */
237 the_chest->randomitems = tlist;
238 the_chest->stats.hp = n_treasures;
239 }
240#endif
241 { /* neither style_map no treasure list given */
242 treasurelist *tlist = find_treasurelist ("chest");
243
204 the_chest->randomitems=tlist; 244 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 245 the_chest->stats.hp = n_treasures;
206 } 246 }
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 }
213 247
214 /* stick a trap in the chest if required */ 248 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 249 if (treasureoptions & TRAPPED)
250 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 251 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 252 object *the_trap;
253
218 if(trap_map) { 254 if (trap_map)
255 {
219 the_trap= pick_random_object(trap_map); 256 the_trap = pick_random_object (trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty; 257 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 258 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
222 if(the_trap) { 259 if (the_trap)
260 {
223 object *new_trap; 261 object *new_trap;
262
224 new_trap = arch_to_object(the_trap->arch); 263 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 264 new_trap->copy_to (the_trap);
226 new_trap->x = x; 265 new_trap->x = x;
227 new_trap->y = y; 266 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 267 insert_ob_in_ob (new_trap, the_chest);
268 }
229 } 269 }
230 }
231 } 270 }
232 271
233 /* set the chest lock code, and call the keyplacer routine with 272 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 273 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 274 there's only 1 treasure.... */
236 275
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 276 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
277 {
238 char keybuf[256]; 278 char keybuf[1024];
279
239 sprintf(keybuf,"%d",(int)RANDOM()); 280 sprintf (keybuf, "%d", (int) RANDOM ());
240 the_chest->slaying = add_string(keybuf); 281 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 282 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 283 }
243 284
244 /* actually place the chest. */ 285 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 286 the_chest->x = xl;
287 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 288 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 289 return the_chest;
248} 290}
249 291
250 292
251/* finds the closest monster and returns him, regardless of doors 293/* finds the closest monster and returns him, regardless of doors
252 or walls */ 294 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 295object *
296find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
297{
254 int i; 298 int i;
299
255 for(i=0;i<SIZEOFFREE;i++) { 300 for (i = 0; i < SIZEOFFREE; i++)
301 {
256 int lx,ly; 302 int lx, ly;
303
257 lx=x+freearr_x[i]; 304 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 305 ly = y + freearr_y[i];
259 /* boundscheck */ 306 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 307 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 308 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 309 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
310 {
263 object *the_monster=get_map_ob(map,lx,ly); 311 object *the_monster = GET_MAP_OB (map, lx, ly);
312
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 313 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)) 314 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 315 return the_monster;
316 }
267 } 317 }
268 }
269 return NULL; 318 return NULL;
270} 319}
271 320
272 321
273 322
274/* places keys in the map, preferably in something alive. 323/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 324 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 325 door_flag is either PASS_DOORS or NO_PASS_DOORS.
277 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. 326 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
278 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: 327 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 328 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 329
281 The idea is that you call keyplace on x,y where a door is, and it'll make 330 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. 331 sure a key is placed on both sides of the door.
283*/ 332*/
284 333int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 334keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
335{
286 int i,j; 336 int i, j;
287 int kx,ky; 337 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 338 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 339 object *the_key;
290 340
291 /* get a key and set its keycode */ 341 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 342 the_key = get_archetype ("key2");
293 the_key->slaying = add_string(keycode); 343 the_key->slaying = keycode;
294 344
295
296 if(door_flag==PASS_DOORS) { 345 if (door_flag == PASS_DOORS)
346 {
297 int tries=0; 347 int tries = 0;
348
298 the_keymaster=NULL; 349 the_keymaster = 0;
299 while(tries<15&&the_keymaster==NULL) { 350 while (tries < 15 && !the_keymaster)
351 {
300 i = (RANDOM()%(RP->Xsize-2))+1; 352 i = (RANDOM () % (RP->Xsize - 2)) + 1;
301 j = (RANDOM()%(RP->Ysize-2))+1; 353 j = (RANDOM () % (RP->Ysize - 2)) + 1;
302 tries++; 354 tries++;
303 the_keymaster=find_closest_monster(map,i,j,RP); 355 the_keymaster = find_closest_monster (map, i, j, RP);
304 } 356 }
357
305 /* if we don't find a good keymaster, drop the key on the ground. */ 358 /* if we don't find a good keymaster, drop the key on the ground. */
306 if(the_keymaster==NULL) { 359 if (!the_keymaster)
360 {
307 int freeindex; 361 int freeindex;
308 362
309 freeindex = -1; 363 freeindex = -1;
310 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 364 for (tries = 0; tries < 15 && freeindex == -1; tries++)
311 kx = (RANDOM()%(RP->Xsize-2))+1; 365 {
312 ky = (RANDOM()%(RP->Ysize-2))+1; 366 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
313 freeindex = find_first_free_spot(the_key,map,kx,ky); 367 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
368 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
369 }
370
371 // can freeindex ever be < 0?
372 if (freeindex >= 0)
373 {
374 kx += freearr_x [freeindex];
375 ky += freearr_y [freeindex];
376 }
314 } 377 }
315 if(freeindex != -1) {
316 kx += freearr_x[freeindex];
317 ky += freearr_y[freeindex];
318 } 378 }
319 } 379 else
320 }
321 else { /* NO_PASS_DOORS --we have to work harder.*/ 380 { /* NO_PASS_DOORS --we have to work harder. */
322 /* don't try to keyplace if we're sitting on a blocked square and 381 /* don't try to keyplace if we're sitting on a blocked square and
323 NO_PASS_DOORS is set. */ 382 NO_PASS_DOORS is set. */
324 if(n_keys==1) { 383 if (n_keys == 1)
384 {
325 if(wall_blocked(map,x,y)) return 0; 385 if (wall_blocked (map, x, y))
386 return 0;
387
326 the_keymaster=find_monster_in_room(map,x,y,RP); 388 the_keymaster = find_monster_in_room (map, x, y, RP);
327 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 389 if (!the_keymaster) /* if fail, find a spot to drop the key. */
328 find_spot_in_room(map,x,y,&kx,&ky,RP); 390 find_spot_in_room (map, x, y, &kx, &ky, RP);
329 } 391 }
330 else { 392 else
393 {
331 int sum=0; /* count how many keys we actually place */ 394 int sum = 0; /* count how many keys we actually place */
395
332 /* I'm lazy, so just try to place in all 4 directions. */ 396 /* 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); 397 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); 398 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); 399 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); 400 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
401
337 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 402 if (sum < 2) /* we might have made a disconnected map-place more keys. */
338 { /* diagnoally this time. */ 403 { /* diagonally this time. */
339 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 404 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); 405 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); 406 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); 407 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
343 } 408 }
409
410 return 1;
411 }
412 }
413
414 if (!the_keymaster)
415 {
416 the_key->x = kx;
417 the_key->y = ky;
418 insert_ob_in_map (the_key, map, NULL, 0);
344 return 1; 419 return 1;
345 }
346 } 420 }
347 421
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); 422 insert_ob_in_ob (the_key, the_keymaster);
356 return 1; 423 return 1;
357} 424}
358 425
359 426
360 427
361/* both find_monster_in_room routines need to have access to this. */ 428/* both find_monster_in_room routines need to have access to this. */
362 429
363object *theMonsterToFind; 430object *theMonsterToFind;
364 431
365/* a recursive routine which will return a monster, eventually,if there is one. 432/* 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 */ 433 it does a check-off on the layout, converting 0's to 1's */
367 434
435object *
368object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 436find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
437{
369 int i,j; 438 int i, j;
439
370 /* if we've found a monster already, leave */ 440 /* if we've found a monster already, leave */
371 if(theMonsterToFind!=NULL) return theMonsterToFind; 441 if (theMonsterToFind != NULL)
442 return theMonsterToFind;
372 443
373 /* bounds check x and y */ 444 /* bounds check x and y */
374 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 445 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
446 return theMonsterToFind;
375 447
376 /* if the square is blocked or searched already, leave */ 448 /* if the square is blocked or searched already, leave */
449 if (layout[x][y] != 0)
377 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 450 return theMonsterToFind; /* might be NULL, that's fine. */
378 451
379 /* check the current square for a monster. If there is one, 452 /* check the current square for a monster. If there is one,
380 set theMonsterToFind and return it. */ 453 set theMonsterToFind and return it. */
381 layout[x][y]=1; 454 layout[x][y] = 1;
382 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 455 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
456 {
383 object *the_monster = get_map_ob(map,x,y); 457 object *the_monster = GET_MAP_OB (map, x, y);
458
384 /* check off this point */ 459 /* check off this point */
385 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 460 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)) { 461 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
462 {
387 theMonsterToFind=the_monster; 463 theMonsterToFind = the_monster;
388 return theMonsterToFind; 464 return theMonsterToFind;
389 } 465 }
390 } 466 }
391 467
392 /* now search all the 8 squares around recursively for a monster,in random order */ 468 /* 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++) { 469 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
470 {
394 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 471 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; 472 if (theMonsterToFind != NULL)
473 return theMonsterToFind;
396 } 474 }
397 return theMonsterToFind; 475 return theMonsterToFind;
398} 476}
399 477
400 478
401/* sets up some data structures: the _recursive form does the 479/* sets up some data structures: the _recursive form does the
402 real work. */ 480 real work. */
403 481
404object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 482object *
483find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
484{
405 char **layout2; 485 char **layout2;
406 int i,j; 486 int i, j;
487
407 theMonsterToFind=0; 488 theMonsterToFind = 0;
408 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 489 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
409 /* allocate and copy the layout, converting C to 0. */ 490 /* allocate and copy the layout, converting C to 0. */
410 for(i=0;i<RP->Xsize;i++) { 491 for (i = 0; i < RP->Xsize; i++)
492 {
411 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 493 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
412 for(j=0;j<RP->Ysize;j++) { 494 for (j = 0; j < RP->Ysize; j++)
413 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 495 {
414 } 496 if (wall_blocked (map, i, j))
497 layout2[i][j] = '#';
498 }
415 } 499 }
416 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 500 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
417 501
418 /* deallocate the temp. layout */ 502 /* deallocate the temp. layout */
419 for(i=0;i<RP->Xsize;i++) { 503 for (i = 0; i < RP->Xsize; i++)
504 {
420 free(layout2[i]); 505 free (layout2[i]);
421 } 506 }
422 free(layout2); 507 free (layout2);
423 508
424 return theMonsterToFind; 509 return theMonsterToFind;
425} 510}
426
427 511
428
429
430/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 512/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
431int *room_free_spots_x; 513int *room_free_spots_x;
432int *room_free_spots_y; 514int *room_free_spots_y;
433int number_of_free_spots_in_room; 515int number_of_free_spots_in_room;
434 516
435/* the workhorse routine, which finds the free spots in a room: 517/* the workhorse routine, which finds the free spots in a room:
436a 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
437that datastructure. */ 519that datastructure. */
438 520void
439void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 521find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
522{
440 int i,j; 523 int i, j;
441 524
442 /* bounds check x and y */ 525 /* bounds check x and y */
443 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 526 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
527 return;
444 528
445 /* if the square is blocked or searched already, leave */ 529 /* if the square is blocked or searched already, leave */
446 if(layout[x][y]!=0) return; 530 if (layout[x][y] != 0)
531 return;
447 532
448 /* set the current square as checked, and add it to the list. 533 /* set the current square as checked, and add it to the list.
449 set theMonsterToFind and return it. */ 534 set theMonsterToFind and return it. */
450 /* check off this point */ 535 /* check off this point */
451 layout[x][y]=1; 536 layout[x][y] = 1;
452 room_free_spots_x[number_of_free_spots_in_room]=x; 537 room_free_spots_x[number_of_free_spots_in_room] = x;
453 room_free_spots_y[number_of_free_spots_in_room]=y; 538 room_free_spots_y[number_of_free_spots_in_room] = y;
454 number_of_free_spots_in_room++; 539 number_of_free_spots_in_room++;
540
455 /* now search all the 8 squares around recursively for free spots,in random order */ 541 /* 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++) { 542 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
457 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 543 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
458 }
459 544
460} 545}
461 546
462/* find a random non-blocked spot in this room to drop a key. */ 547/* find a random non-blocked spot in this room to drop a key. */
548void
463void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 549find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
550{
464 char **layout2; 551 char **layout2;
465 int i,j; 552 int i, j;
553
466 number_of_free_spots_in_room=0; 554 number_of_free_spots_in_room = 0;
467 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 555 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); 556 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
469 557
470 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 558 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
471 /* allocate and copy the layout, converting C to 0. */ 559 /* allocate and copy the layout, converting C to 0. */
472 for(i=0;i<RP->Xsize;i++) { 560 for (i = 0; i < RP->Xsize; i++)
561 {
473 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 562 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
474 for(j=0;j<RP->Ysize;j++) { 563 for (j = 0; j < RP->Ysize; j++)
475 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 564 if (wall_blocked (map, i, j))
476 } 565 layout2[i][j] = '#';
477 } 566 }
478 567
479 /* setup num_free_spots and room_free_spots */ 568 /* setup num_free_spots and room_free_spots */
480 find_spot_in_room_recursive(layout2,x,y,RP); 569 find_spot_in_room_recursive (layout2, x, y, RP);
481 570
482 if(number_of_free_spots_in_room > 0) { 571 if (number_of_free_spots_in_room > 0)
572 {
483 i = RANDOM()%number_of_free_spots_in_room; 573 i = RANDOM () % number_of_free_spots_in_room;
484 *kx = room_free_spots_x[i]; 574 *kx = room_free_spots_x[i];
485 *ky = room_free_spots_y[i]; 575 *ky = room_free_spots_y[i];
486 } 576 }
487 577
488 /* deallocate the temp. layout */ 578 /* deallocate the temp. layout */
489 for(i=0;i<RP->Xsize;i++) { 579 for (i = 0; i < RP->Xsize; i++)
490 free(layout2[i]); 580 free (layout2[i]);
491 } 581
492 free(layout2); 582 free (layout2);
493 free(room_free_spots_x); 583 free (room_free_spots_x);
494 free(room_free_spots_y); 584 free (room_free_spots_y);
495} 585}
496 586
497 587
498/* searches the map for a spot with walls around it. The more 588/* 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 589 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.*/ 590 it'll return 0 if no FREE spots are found.*/
501 591void
502void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 592find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
593{
503 int x,y; 594 int x, y;
504 int i; 595 int i;
596
505 x = *cx;y=*cy; 597 x = *cx;
598 y = *cy;
506 599
507 for(i=0;i<=SIZEOFFREE1;i++) { 600 for (i = 0; i <= SIZEOFFREE1; i++)
601 {
508 int lx,ly,sindex; 602 int lx, ly, sindex;
603
509 lx = x +freearr_x[i]; 604 lx = x + freearr_x[i];
510 ly = y +freearr_y[i]; 605 ly = y + freearr_y[i];
511 sindex = surround_flag3(map,lx,ly,RP); 606 sindex = surround_flag3 (map, lx, ly, RP);
512 /* if it's blocked on 3 sides, it's enclosed */ 607 /* if it's blocked on 3 sides, it's enclosed */
513 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 608 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
514 *cx= lx;*cy= ly; 609 {
610 *cx = lx;
611 *cy = ly;
515 return; 612 return;
516 } 613 }
517 } 614 }
518 615
519 /* OK, if we got here, we're obviously someplace where there's no enclosed 616 /* OK, if we got here, we're obviously someplace where there's no enclosed
520 spots--try to find someplace which is 2x enclosed. */ 617 spots--try to find someplace which is 2x enclosed. */
521 for(i=0;i<=SIZEOFFREE1;i++) { 618 for (i = 0; i <= SIZEOFFREE1; i++)
619 {
522 int lx,ly,sindex; 620 int lx, ly, sindex;
621
523 lx = x +freearr_x[i]; 622 lx = x + freearr_x[i];
524 ly = y +freearr_y[i]; 623 ly = y + freearr_y[i];
525 sindex = surround_flag3(map,lx,ly,RP); 624 sindex = surround_flag3 (map, lx, ly, RP);
526 /* if it's blocked on 3 sides, it's enclosed */ 625 /* if it's blocked on 3 sides, it's enclosed */
527 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 626 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
528 *cx= lx;*cy= ly; 627 {
628 *cx = lx;
629 *cy = ly;
529 return; 630 return;
530 } 631 }
531 } 632 }
532 633
533 /* settle for one surround point */ 634 /* settle for one surround point */
534 for(i=0;i<=SIZEOFFREE1;i++) { 635 for (i = 0; i <= SIZEOFFREE1; i++)
636 {
535 int lx,ly,sindex; 637 int lx, ly, sindex;
638
536 lx = x +freearr_x[i]; 639 lx = x + freearr_x[i];
537 ly = y +freearr_y[i]; 640 ly = y + freearr_y[i];
538 sindex = surround_flag3(map,lx,ly,RP); 641 sindex = surround_flag3 (map, lx, ly, RP);
539 /* if it's blocked on 3 sides, it's enclosed */ 642 /* if it's blocked on 3 sides, it's enclosed */
540 if(sindex) { 643 if (sindex)
541 *cx= lx;*cy= ly; 644 {
645 *cx = lx;
646 *cy = ly;
542 return; 647 return;
543 } 648 }
544 } 649 }
545 /* give up and return the closest free spot. */ 650 /* give up and return the closest free spot. */
546 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 651 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
547 if(i!=-1&&i<=SIZEOFFREE1) { 652
653 if (i != -1)
654 {
548 *cx = x +freearr_x[i]; 655 *cx = x + freearr_x[i];
549 *cy = y +freearr_y[i]; 656 *cy = y + freearr_y[i];
550 return;
551 } 657 }
658 else
659 {
552 /* indicate failure */ 660 /* indicate failure */
553 *cx=*cy=-1; 661 *cx = -1;
662 *cy = -1;
663 }
554} 664}
555 665
556 666void
557void remove_monsters(int x,int y,mapstruct *map) { 667remove_monsters (int x, int y, maptile *map)
668{
558 object *tmp; 669 object *tmp;
559 670
560 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 671 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
561 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 672 if (QUERY_FLAG (tmp, FLAG_ALIVE))
562 if(tmp->head) tmp=tmp->head; 673 {
563 remove_ob(tmp); 674 if (tmp->head)
564 free_object(tmp); 675 tmp = tmp->head;
565 tmp=get_map_ob(map,x,y); 676 tmp->remove ();
677 tmp->destroy ();
678 tmp = GET_MAP_OB (map, x, y);
566 if(tmp==NULL) break; 679 if (tmp == NULL)
680 break;
567 }; 681 };
568} 682}
569
570 683
571/* surrounds the point x,y by doors, so as to enclose something, like 684/* 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 685 a chest. It only goes as far as the 8 squares surrounding, and
573 it'll remove any monsters it finds.*/ 686 it'll remove any monsters it finds.*/
574 687object **
575object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 688surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
689{
576 int i; 690 int i;
577 char *doors[2]; 691 char *doors[2];
578 object **doorlist; 692 object **doorlist;
579 int ndoors_made=0; 693 int ndoors_made = 0;
580 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 694 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
581 695
582 /* this is a list we pick from, for horizontal and vertical doors */ 696 /* this is a list we pick from, for horizontal and vertical doors */
583 if(opts&DOORED) { 697 if (opts & DOORED)
698 {
584 doors[0]="locked_door2"; 699 doors[0] = "locked_door2";
585 doors[1]="locked_door1"; 700 doors[1] = "locked_door1";
586 } 701 }
587 else { 702 else
703 {
588 doors[0]="door_1"; 704 doors[0] = "door_1";
589 doors[1]="door_2"; 705 doors[1] = "door_2";
590 } 706 }
591 707
592 /* place doors in all the 8 adjacent unblocked squares. */ 708 /* place doors in all the 8 adjacent unblocked squares. */
593 for(i=1;i<9;i++) { 709 for (i = 1; i < 9; i++)
710 {
594 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 711 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
595 712
596 if(!wall_blocked(map,x1,y1) 713 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
597 || layout[x1][y1]=='>') {/* place a door */ 714 { /* place a door */
715 remove_monsters (x1, y1, map);
716
598 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 717 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
599 new_door->x = x + freearr_x[i]; 718 map->insert (new_door, x1, y1);
600 new_door->y = y + freearr_y[i];
601 remove_monsters(new_door->x,new_door->y,map);
602 insert_ob_in_map(new_door,map,NULL,0);
603 doorlist[ndoors_made]=new_door; 719 doorlist[ndoors_made] = new_door;
604 ndoors_made++; 720 ndoors_made++;
605 } 721 }
606 } 722 }
723
607 return doorlist; 724 return doorlist;
608} 725}
609 726
610 727
611/* returns the first door in this square, or NULL if there isn't a door. */ 728/* returns the first door in this square, or NULL if there isn't a door. */
729object *
612object *door_in_square(mapstruct *map,int x,int y) { 730door_in_square (maptile *map, int x, int y)
731{
613 object *tmp; 732 object *tmp;
733
614 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 734 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
615 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 735 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
736 return tmp;
616 return NULL; 737 return NULL;
617} 738}
618 739
619 740
620/* the workhorse routine, which finds the doors in a room */ 741/* the workhorse routine, which finds the doors in a room */
742void
621void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 743find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
744{
622 int i,j; 745 int i, j;
623 object *door; 746 object *door;
624 747
625 /* bounds check x and y */ 748 /* bounds check x and y */
626 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 749 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
750 return;
627 751
628 /* if the square is blocked or searched already, leave */ 752 /* if the square is blocked or searched already, leave */
629 if(layout[x][y]==1) return; 753 if (layout[x][y] == 1)
754 return;
630 755
631 /* check off this point */ 756 /* check off this point */
632 if(layout[x][y]=='#') { /* there could be a door here */ 757 if (layout[x][y] == '#')
758 { /* there could be a door here */
633 layout[x][y]=1; 759 layout[x][y] = 1;
634 door=door_in_square(map,x,y); 760 door = door_in_square (map, x, y);
635 if(door!=NULL) { 761 if (door)
762 {
636 doorlist[*ndoors]=door; 763 doorlist[*ndoors] = door;
637 if(*ndoors>254) /* eek! out of memory */ 764 if (*ndoors > 1022) /* eek! out of memory */
638 { 765 {
639 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 766 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
640 return; 767 return;
641 } 768 }
769
642 *ndoors=*ndoors+1; 770 *ndoors = *ndoors + 1;
643 } 771 }
644 } 772 }
645 else { 773 else
774 {
646 layout[x][y]=1; 775 layout[x][y] = 1;
647 /* now search all the 8 squares around recursively for free spots,in random order */ 776 /* 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++) { 777 for (i = rndm (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); 778 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
650 }
651 } 779 }
652} 780}
653 781
654/* find a random non-blocked spot in this room to drop a key. */ 782/* 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) { 783object **
784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
785{
656 char **layout2; 786 char **layout2;
657 object **doorlist; 787 object **doorlist;
658 int i,j; 788 int i, j;
659 int ndoors=0; 789 int ndoors = 0;
660 790
661 doorlist = (object **)calloc(sizeof(int),256); 791 doorlist = (object **) calloc (sizeof (int), 1024);
662 792
663
664 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 793 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
665 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
666 for(i=0;i<RP->Xsize;i++) { 795 for (i = 0; i < RP->Xsize; i++)
796 {
667 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 797 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
668 for(j=0;j<RP->Ysize;j++) { 798 for (j = 0; j < RP->Ysize; j++)
669 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 799 {
670 } 800 if (wall_blocked (map, i, j))
801 layout2[i][j] = '#';
802 }
671 } 803 }
672 804
673 /* setup num_free_spots and room_free_spots */ 805 /* setup num_free_spots and room_free_spots */
674 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 806 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
675 807
676 /* deallocate the temp. layout */ 808 /* deallocate the temp. layout */
677 for(i=0;i<RP->Xsize;i++) { 809 for (i = 0; i < RP->Xsize; i++)
678 free(layout2[i]); 810 free (layout2[i]);
679 } 811
680 free(layout2); 812 free (layout2);
681 return doorlist; 813 return doorlist;
682} 814}
683 815
684 816
685 817
686/* locks and/or hides all the doors in doorlist, or does nothing if 818/* locks and/or hides all the doors in doorlist, or does nothing if
687 opts doesn't say to lock/hide doors. */ 819 opts doesn't say to lock/hide doors. */
688 820
821void
689void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
823{
690 object *door; 824 object *door;
691 int i; 825 int i;
826
692 /* lock the doors and hide the keys. */ 827 /* lock the doors and hide the keys. */
693 828
694 if(opts & DOORED) { 829 if (opts & DOORED)
830 {
695 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
832 {
696 object *new_door=get_archetype("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
697 char keybuf[256]; 834 char keybuf[1024];
835
698 door=doorlist[i]; 836 door = doorlist[i];
699 new_door->face = door->face; 837 new_door->face = door->face;
700 new_door->x = door->x; 838 new_door->x = door->x;
701 new_door->y = door->y; 839 new_door->y = door->y;
702 remove_ob(door); 840 door->remove ();
703 free_object(door); 841 door->destroy ();
704 doorlist[i]=new_door; 842 doorlist[i] = new_door;
705 insert_ob_in_map(new_door,map,NULL,0); 843 insert_ob_in_map (new_door, map, NULL, 0);
706 sprintf(keybuf,"%d",(int)RANDOM()); 844 sprintf (keybuf, "%d", (int) RANDOM ());
707 new_door->slaying = add_string(keybuf); 845 new_door->slaying = keybuf;
708 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 846 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
709 } 847 }
710 } 848 }
711 849
712 /* change the faces of the doors and surrounding walls to hide them. */ 850 /* change the faces of the doors and surrounding walls to hide them. */
713 if(opts & HIDDEN) { 851 if (opts & HIDDEN)
852 {
714 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 853 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
854 {
715 object *wallface; 855 object *wallface;
856
716 door=doorlist[i]; 857 door = doorlist[i];
717 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 858 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
718 if(wallface!=NULL) { 859 if (wallface != NULL)
860 {
719 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 861 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 862 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 863 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
722 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 864 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
723 door->face = wallface->face; 865 door->face = wallface->face;
724 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
725 free_object(wallface); 867 wallface->remove ();
868 wallface->destroy ();
869 }
726 } 870 }
727 }
728 } 871 }
729} 872}

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