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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.13 by root, Sun Dec 31 20:46:17 2006 UTC

1/*
2 * static char *rcsid_treasure_c =
3 * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 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
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
30 26
31 27
34#include <random_map.h> 30#include <random_map.h>
35#include <rproto.h> 31#include <rproto.h>
36 32
37/* some defines for various options which can be set. */ 33/* some defines for various options which can be set. */
38 34
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 35#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 36#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 37#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 38#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 39#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 40#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 41#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 42#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 43#define LAST_OPTION 64 /* set this to the last real option, for random */
48 44
49#define NO_PASS_DOORS 0 45#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 46#define PASS_DOORS 1
51 47
52 48
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 49/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 50 * and doors but not monsters.
55 * This function is not map tile aware. 51 * This function is not map tile aware.
56 */ 52 */
57 53
54int
58int wall_blocked(mapstruct *m, int x, int y) { 55wall_blocked (maptile *m, int x, int y)
56{
59 int r; 57 int r;
60 58
61 if(OUT_OF_REAL_MAP(m,x,y)) 59 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1; 60 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; 61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 62 return r;
65} 63}
66 64
67/* place treasures in the map, given the 65/* place treasures in the map, given the
68map, (required) 66map, (required)
69layout, (required) 67layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 68treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 69treasureoptions (may be 0 for random choices or positive)
72*/ 70*/
73 71
72void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{
75 char styledirname[256]; 75 char styledirname[1024];
76 char stylefilepath[256]; 76 char stylefilepath[1024];
77 mapstruct *style_map=0; 77 maptile *style_map = 0;
78 int num_treasures; 78 int num_treasures;
79 79
80 /* bail out if treasure isn't wanted. */ 80 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 81 if (treasure_style)
82 if (!strcmp (treasure_style, "none"))
83 return;
84 if (treasureoptions <= 0)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 85 treasureoptions = RANDOM () % (2 * LAST_OPTION);
83 86
84 /* filter out the mutually exclusive options */ 87 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 89 {
90 if (RANDOM () % 2)
91 treasureoptions -= 1;
92 else
87 else treasureoptions-=2;} 93 treasureoptions -= 2;
94 }
88 95
89 /* pick the number of treasures */ 96 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 97 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 99 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
95 103
96 if(num_treasures <= 0 ) return; 104 if (num_treasures <= 0)
105 return;
97 106
98 /* get the style map */ 107 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 108 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 110 style_map = find_style (styledirname, treasure_style, -1);
102 111
103 /* all the treasure at one spot in the map. */ 112 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 113 if (treasureoptions & CONCENTRATED)
114 {
105 115
106 /* map_layout_style global, and is previously set */ 116 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 117 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 118 {
119 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL:
121 case LAYOUT_SQUARE_SPIRAL:
122 {
112 int i,j; 123 int i, j;
124
113 /* search the onion for C's or '>', and put treasure there. */ 125 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 126 for (i = 0; i < RP->Xsize; i++)
127 {
115 for(j=0;j<RP->Ysize;j++) { 128 for (j = 0; j < RP->Ysize; j++)
129 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 130 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 {
117 int tdiv = RP->symmetry_used; 132 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest;
135
136 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */
138 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
140 if (!chest)
141 continue; /* if no chest was placed NEXT */
142 if (treasureoptions & (DOORED | HIDDEN))
143 {
144 doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist);
147 }
148 }
149 }
150 }
151 break;
152 }
153 default:
154 {
155 int i, j, tries;
156 object *chest;
118 object **doorlist; 157 object **doorlist;
119 object *chest; 158
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 159 i = j = -1;
121 /* don't put a chest on an exit. */ 160 tries = 0;
161 while (i == -1 && tries < 100)
162 {
163 i = RANDOM () % (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP);
166 if (wall_blocked (map, i, j))
167 i = -1;
168 tries++;
169 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 171 if (!chest)
172 return;
173 i = chest->x;
174 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 175 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 176 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 178 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 179 free (doorlist);
128 } 180 }
129 } 181 }
130 } 182 }
183 }
184 else
185 { /* DIFFUSE treasure layout */
186 int ti, i, j;
187
188 for (ti = 0; ti < num_treasures; ti++)
131 } 189 {
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; 190 i = RANDOM () % (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 191 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); 192 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 193 }
165 } 194 }
166} 195}
167
168
169 196
170/* put a chest into the map, near x and y, with the treasure style 197/* 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, 198 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 */ 199 if the global variable "treasurestyle" is set to that treasure list's name */
173 200
201object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{
175 object *the_chest; 204 object *the_chest;
176 int i,xl,yl; 205 int i, xl, yl;
177 206
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 207 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 208
180 /* first, find a place to put the chest. */ 209 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 210 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 211 if (i == -1)
183 free_object(the_chest); 212 {
213 the_chest->destroy ();
184 return NULL; 214 return NULL;
185 } 215 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 216 xl = x + freearr_x[i];
217 yl = y + freearr_y[i];
187 218
188 /* if the placement is blocked, return a fail. */ 219 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 220 if (wall_blocked (map, xl, yl))
190 221 return 0;
191 222
192 /* put the treasures in the chest. */ 223 /* put the treasures in the chest. */
193 /* if(style_map) { */ 224 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 225#if 0 /* don't use treasure style maps for now! */
195 int ti; 226 int ti;
227
196 /* if treasurestyle lists a treasure list, use it. */ 228 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 229 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
230
198 if(tlist!=NULL) 231 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 232 for (ti = 0; ti < n_treasures; ti++)
233 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 234 object *new_treasure = pick_random_object (style_map);
235
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 236 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 237 }
203 else { /* use the style map */ 238 else
239 { /* use the style map */
240 the_chest->randomitems = tlist;
241 the_chest->stats.hp = n_treasures;
242 }
243#endif
244 { /* neither style_map no treasure list given */
245 treasurelist *tlist = find_treasurelist ("chest");
246
204 the_chest->randomitems=tlist; 247 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 248 the_chest->stats.hp = n_treasures;
206 } 249 }
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 }
213 250
214 /* stick a trap in the chest if required */ 251 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 252 if (treasureoptions & TRAPPED)
253 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 254 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 255 object *the_trap;
256
218 if(trap_map) { 257 if (trap_map)
258 {
219 the_trap= pick_random_object(trap_map); 259 the_trap = pick_random_object (trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty; 260 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 261 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
222 if(the_trap) { 262 if (the_trap)
263 {
223 object *new_trap; 264 object *new_trap;
265
224 new_trap = arch_to_object(the_trap->arch); 266 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 267 new_trap->copy_to (the_trap);
226 new_trap->x = x; 268 new_trap->x = x;
227 new_trap->y = y; 269 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 270 insert_ob_in_ob (new_trap, the_chest);
271 }
229 } 272 }
230 }
231 } 273 }
232 274
233 /* set the chest lock code, and call the keyplacer routine with 275 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 276 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 277 there's only 1 treasure.... */
236 278
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 279 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
280 {
238 char keybuf[256]; 281 char keybuf[1024];
282
239 sprintf(keybuf,"%d",(int)RANDOM()); 283 sprintf (keybuf, "%d", (int) RANDOM ());
240 the_chest->slaying = keybuf; 284 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 285 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 286 }
243 287
244 /* actually place the chest. */ 288 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 289 the_chest->x = xl;
290 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 291 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 292 return the_chest;
248} 293}
249 294
250 295
251/* finds the closest monster and returns him, regardless of doors 296/* finds the closest monster and returns him, regardless of doors
252 or walls */ 297 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 298object *
299find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
300{
254 int i; 301 int i;
302
255 for(i=0;i<SIZEOFFREE;i++) { 303 for (i = 0; i < SIZEOFFREE; i++)
304 {
256 int lx,ly; 305 int lx, ly;
306
257 lx=x+freearr_x[i]; 307 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 308 ly = y + freearr_y[i];
259 /* boundscheck */ 309 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 310 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 311 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 312 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
313 {
263 object *the_monster=get_map_ob(map,lx,ly); 314 object *the_monster = GET_MAP_OB (map, lx, ly);
315
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 316 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)) 317 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 318 return the_monster;
319 }
267 } 320 }
268 }
269 return NULL; 321 return NULL;
270} 322}
271 323
272 324
273 325
274/* places keys in the map, preferably in something alive. 326/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 327 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 328 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. 331 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 332
281 The idea is that you call keyplace on x,y where a door is, and it'll make 333 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. 334 sure a key is placed on both sides of the door.
283*/ 335*/
284 336
337int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 338keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
339{
286 int i,j; 340 int i, j;
287 int kx,ky; 341 int kx, ky;
288 object *the_keymaster; /* the monster that gets the key. */ 342 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 343 object *the_key;
290 344
291 /* get a key and set its keycode */ 345 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 346 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 347 the_key->slaying = keycode;
294 348
295 if(door_flag==PASS_DOORS) { 349 if (door_flag == PASS_DOORS)
350 {
296 int tries=0; 351 int tries = 0;
352
297 the_keymaster=NULL; 353 the_keymaster = NULL;
298 while(tries<15&&the_keymaster==NULL) { 354 while (tries < 15 && the_keymaster == NULL)
355 {
299 i = (RANDOM()%(RP->Xsize-2))+1; 356 i = (RANDOM () % (RP->Xsize - 2)) + 1;
300 j = (RANDOM()%(RP->Ysize-2))+1; 357 j = (RANDOM () % (RP->Ysize - 2)) + 1;
301 tries++; 358 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 359 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 360 }
304 /* if we don't find a good keymaster, drop the key on the ground. */ 361 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) { 362 if (the_keymaster == NULL)
363 {
306 int freeindex; 364 int freeindex;
307 365
308 freeindex = -1; 366 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 367 for (tries = 0; tries < 15 && freeindex == -1; tries++)
368 {
310 kx = (RANDOM()%(RP->Xsize-2))+1; 369 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
311 ky = (RANDOM()%(RP->Ysize-2))+1; 370 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 371 freeindex = find_first_free_spot (the_key, map, kx, ky);
313 } 372 }
314 if(freeindex != -1) { 373 if (freeindex != -1)
374 {
315 kx += freearr_x[freeindex]; 375 kx += freearr_x[freeindex];
316 ky += freearr_y[freeindex]; 376 ky += freearr_y[freeindex];
377 }
317 } 378 }
318 }
319 } 379 }
380 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 381 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 382 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 383 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 384 if (n_keys == 1)
385 {
324 if(wall_blocked(map,x,y)) return 0; 386 if (wall_blocked (map, x, y))
387 return 0;
325 the_keymaster=find_monster_in_room(map,x,y,RP); 388 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 389 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 390 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 391 }
329 else { 392 else
393 {
330 int sum=0; /* count how many keys we actually place */ 394 int sum = 0; /* count how many keys we actually place */
395
331 /* 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. */
332 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);
333 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);
334 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);
335 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);
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 401 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 402 { /* diagnoally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 403 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
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 } 407 }
408 return 1;
409 }
410 }
411
412 if (the_keymaster == NULL)
413 {
414 the_key->x = kx;
415 the_key->y = ky;
416 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 417 return 1;
344 }
345 } 418 }
346 419
347 if(the_keymaster==NULL) {
348 the_key->x = kx;
349 the_key->y = ky;
350 insert_ob_in_map(the_key,map,NULL,0);
351 return 1;
352 }
353
354 insert_ob_in_ob(the_key,the_keymaster); 420 insert_ob_in_ob (the_key, the_keymaster);
355 return 1; 421 return 1;
356} 422}
357 423
358 424
359 425
360/* both find_monster_in_room routines need to have access to this. */ 426/* both find_monster_in_room routines need to have access to this. */
361 427
362object *theMonsterToFind; 428object *theMonsterToFind;
363 429
364/* a recursive routine which will return a monster, eventually,if there is one. 430/* a recursive routine which will return a monster, eventually,if there is one.
365 it does a check-off on the layout, converting 0's to 1's */ 431 it does a check-off on the layout, converting 0's to 1's */
366 432
433object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 434find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
435{
368 int i,j; 436 int i, j;
437
369 /* if we've found a monster already, leave */ 438 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 439 if (theMonsterToFind != NULL)
440 return theMonsterToFind;
371 441
372 /* bounds check x and y */ 442 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 443 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
444 return theMonsterToFind;
374 445
375 /* if the square is blocked or searched already, leave */ 446 /* if the square is blocked or searched already, leave */
447 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 448 return theMonsterToFind; /* might be NULL, that's fine. */
377 449
378 /* check the current square for a monster. If there is one, 450 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 451 set theMonsterToFind and return it. */
380 layout[x][y]=1; 452 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 453 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
454 {
382 object *the_monster = get_map_ob(map,x,y); 455 object *the_monster = GET_MAP_OB (map, x, y);
456
383 /* check off this point */ 457 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 458 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
385 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 459 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
460 {
386 theMonsterToFind=the_monster; 461 theMonsterToFind = the_monster;
387 return theMonsterToFind; 462 return theMonsterToFind;
388 } 463 }
389 } 464 }
390 465
391 /* now search all the 8 squares around recursively for a monster,in random order */ 466 /* now search all the 8 squares around recursively for a monster,in random order */
392 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 467 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
468 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 469 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
394 if(theMonsterToFind!=NULL) return theMonsterToFind; 470 if (theMonsterToFind != NULL)
471 return theMonsterToFind;
395 } 472 }
396 return theMonsterToFind; 473 return theMonsterToFind;
397} 474}
398 475
399 476
400/* sets up some data structures: the _recursive form does the 477/* sets up some data structures: the _recursive form does the
401 real work. */ 478 real work. */
402 479
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 480object *
481find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
482{
404 char **layout2; 483 char **layout2;
405 int i,j; 484 int i, j;
485
406 theMonsterToFind=0; 486 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 487 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 488 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 489 for (i = 0; i < RP->Xsize; i++)
490 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 491 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 492 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 493 {
413 } 494 if (wall_blocked (map, i, j))
495 layout2[i][j] = '#';
496 }
414 } 497 }
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 498 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 499
417 /* deallocate the temp. layout */ 500 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 501 for (i = 0; i < RP->Xsize; i++)
502 {
419 free(layout2[i]); 503 free (layout2[i]);
420 } 504 }
421 free(layout2); 505 free (layout2);
422 506
423 return theMonsterToFind; 507 return theMonsterToFind;
424} 508}
425
426 509
427
428 510
511
512
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 513/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 514int *room_free_spots_x;
431int *room_free_spots_y; 515int *room_free_spots_y;
432int number_of_free_spots_in_room; 516int number_of_free_spots_in_room;
433 517
434/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 519a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 520that datastructure. */
437 521
522void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
524{
439 int i,j; 525 int i, j;
440 526
441 /* bounds check x and y */ 527 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 528 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
529 return;
443 530
444 /* if the square is blocked or searched already, leave */ 531 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 532 if (layout[x][y] != 0)
533 return;
446 534
447 /* set the current square as checked, and add it to the list. 535 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 536 set theMonsterToFind and return it. */
449 /* check off this point */ 537 /* check off this point */
450 layout[x][y]=1; 538 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 539 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 540 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 541 number_of_free_spots_in_room++;
454 /* now search all the 8 squares around recursively for free spots,in random order */ 542 /* now search all the 8 squares around recursively for free spots,in random order */
455 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 543 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
544 {
456 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 } 546 }
458 547
459} 548}
460 549
461/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
551void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
553{
463 char **layout2; 554 char **layout2;
464 int i,j; 555 int i, j;
556
465 number_of_free_spots_in_room=0; 557 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 558 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
467 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 559 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 560
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 561 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 562 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 563 for (i = 0; i < RP->Xsize; i++)
564 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 565 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 566 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 567 {
475 } 568 if (wall_blocked (map, i, j))
569 layout2[i][j] = '#';
570 }
476 } 571 }
477 572
478 /* setup num_free_spots and room_free_spots */ 573 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 574 find_spot_in_room_recursive (layout2, x, y, RP);
480 575
481 if(number_of_free_spots_in_room > 0) { 576 if (number_of_free_spots_in_room > 0)
577 {
482 i = RANDOM()%number_of_free_spots_in_room; 578 i = RANDOM () % number_of_free_spots_in_room;
483 *kx = room_free_spots_x[i]; 579 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 580 *ky = room_free_spots_y[i];
485 } 581 }
486 582
487 /* deallocate the temp. layout */ 583 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 584 for (i = 0; i < RP->Xsize; i++)
585 {
489 free(layout2[i]); 586 free (layout2[i]);
490 } 587 }
491 free(layout2); 588 free (layout2);
492 free(room_free_spots_x); 589 free (room_free_spots_x);
493 free(room_free_spots_y); 590 free (room_free_spots_y);
494} 591}
495 592
496 593
497/* searches the map for a spot with walls around it. The more 594/* searches the map for a spot with walls around it. The more
498 walls the better, but it'll settle for 1 wall, or even 0, but 595 walls the better, but it'll settle for 1 wall, or even 0, but
499 it'll return 0 if no FREE spots are found.*/ 596 it'll return 0 if no FREE spots are found.*/
500 597
598void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 599find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
600{
502 int x,y; 601 int x, y;
503 int i; 602 int i;
603
504 x = *cx;y=*cy; 604 x = *cx;
605 y = *cy;
505 606
506 for(i=0;i<=SIZEOFFREE1;i++) { 607 for (i = 0; i <= SIZEOFFREE1; i++)
608 {
507 int lx,ly,sindex; 609 int lx, ly, sindex;
610
508 lx = x +freearr_x[i]; 611 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 612 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 613 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 614 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 615 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 616 {
617 *cx = lx;
618 *cy = ly;
514 return; 619 return;
515 } 620 }
516 } 621 }
517 622
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 623 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 624 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 625 for (i = 0; i <= SIZEOFFREE1; i++)
626 {
521 int lx,ly,sindex; 627 int lx, ly, sindex;
628
522 lx = x +freearr_x[i]; 629 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 630 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 631 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 632 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 633 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 634 {
635 *cx = lx;
636 *cy = ly;
637 return;
638 }
639 }
640
641 /* settle for one surround point */
642 for (i = 0; i <= SIZEOFFREE1; i++)
643 {
644 int lx, ly, sindex;
645
646 lx = x + freearr_x[i];
647 ly = y + freearr_y[i];
648 sindex = surround_flag3 (map, lx, ly, RP);
649 /* if it's blocked on 3 sides, it's enclosed */
650 if (sindex)
651 {
652 *cx = lx;
653 *cy = ly;
654 return;
655 }
656 }
657 /* give up and return the closest free spot. */
658 i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y);
659 if (i != -1 && i <= SIZEOFFREE1)
660 {
661 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i];
528 return; 663 return;
529 } 664 }
530 }
531
532 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) {
534 int lx,ly,sindex;
535 lx = x +freearr_x[i];
536 ly = y +freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP);
538 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) {
540 *cx= lx;*cy= ly;
541 return;
542 }
543 }
544 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y);
546 if(i!=-1&&i<=SIZEOFFREE1) {
547 *cx = x +freearr_x[i];
548 *cy = y +freearr_y[i];
549 return;
550 }
551 /* indicate failure */ 665 /* indicate failure */
552 *cx=*cy=-1; 666 *cx = *cy = -1;
553} 667}
554 668
555 669
670void
556void remove_monsters(int x,int y,mapstruct *map) { 671remove_monsters (int x, int y, maptile *map)
672{
557 object *tmp; 673 object *tmp;
558 674
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 675 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 676 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 677 {
562 remove_ob(tmp); 678 if (tmp->head)
563 free_object(tmp); 679 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 680 tmp->remove ();
681 tmp->destroy ();
682 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 683 if (tmp == NULL)
684 break;
566 }; 685 };
567} 686}
568 687
569 688
570/* surrounds the point x,y by doors, so as to enclose something, like 689/* surrounds the point x,y by doors, so as to enclose something, like
571 a chest. It only goes as far as the 8 squares surrounding, and 690 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 691 it'll remove any monsters it finds.*/
573 692
693object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 694surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{
575 int i; 696 int i;
576 char *doors[2]; 697 char *doors[2];
577 object **doorlist; 698 object **doorlist;
578 int ndoors_made=0; 699 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 700 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 701
581 /* this is a list we pick from, for horizontal and vertical doors */ 702 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 703 if (opts & DOORED)
704 {
583 doors[0]="locked_door2"; 705 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 706 doors[1] = "locked_door1";
585 } 707 }
586 else { 708 else
709 {
587 doors[0]="door_1"; 710 doors[0] = "door_1";
588 doors[1]="door_2"; 711 doors[1] = "door_2";
589 } 712 }
590 713
591 /* place doors in all the 8 adjacent unblocked squares. */ 714 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 715 for (i = 1; i < 9; i++)
716 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 717 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 718
595 if(!wall_blocked(map,x1,y1) 719 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 720 { /* place a door */
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 721 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
722
598 new_door->x = x + freearr_x[i]; 723 new_door->x = x + freearr_x[i];
599 new_door->y = y + freearr_y[i]; 724 new_door->y = y + freearr_y[i];
600 remove_monsters(new_door->x,new_door->y,map); 725 remove_monsters (new_door->x, new_door->y, map);
601 insert_ob_in_map(new_door,map,NULL,0); 726 insert_ob_in_map (new_door, map, NULL, 0);
602 doorlist[ndoors_made]=new_door; 727 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 728 ndoors_made++;
604 } 729 }
605 } 730 }
606 return doorlist; 731 return doorlist;
607} 732}
608 733
609 734
610/* returns the first door in this square, or NULL if there isn't a door. */ 735/* returns the first door in this square, or NULL if there isn't a door. */
736object *
611object *door_in_square(mapstruct *map,int x,int y) { 737door_in_square (maptile *map, int x, int y)
738{
612 object *tmp; 739 object *tmp;
740
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 741 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 742 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
743 return tmp;
615 return NULL; 744 return NULL;
616} 745}
617 746
618 747
619/* the workhorse routine, which finds the doors in a room */ 748/* the workhorse routine, which finds the doors in a room */
749void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 750find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
751{
621 int i,j; 752 int i, j;
622 object *door; 753 object *door;
623 754
624 /* bounds check x and y */ 755 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 756 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
757 return;
626 758
627 /* if the square is blocked or searched already, leave */ 759 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 760 if (layout[x][y] == 1)
761 return;
629 762
630 /* check off this point */ 763 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 764 if (layout[x][y] == '#')
765 { /* there could be a door here */
632 layout[x][y]=1; 766 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 767 door = door_in_square (map, x, y);
634 if(door!=NULL) { 768 if (door)
769 {
635 doorlist[*ndoors]=door; 770 doorlist[*ndoors] = door;
636 if(*ndoors>254) /* eek! out of memory */ 771 if (*ndoors > 1022) /* eek! out of memory */
637 { 772 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 773 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 774 return;
640 } 775 }
776
641 *ndoors=*ndoors+1; 777 *ndoors = *ndoors + 1;
642 } 778 }
643 } 779 }
644 else { 780 else
781 {
645 layout[x][y]=1; 782 layout[x][y] = 1;
646 /* now search all the 8 squares around recursively for free spots,in random order */ 783 /* now search all the 8 squares around recursively for free spots,in random order */
647 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 784 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
648 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); 785 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
649 }
650 } 786 }
651} 787}
652 788
653/* find a random non-blocked spot in this room to drop a key. */ 789/* find a random non-blocked spot in this room to drop a key. */
654object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { 790object **
791find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
792{
655 char **layout2; 793 char **layout2;
656 object **doorlist; 794 object **doorlist;
657 int i,j; 795 int i, j;
658 int ndoors=0; 796 int ndoors = 0;
659 797
660 doorlist = (object **)calloc(sizeof(int),256); 798 doorlist = (object **) calloc (sizeof (int), 1024);
661 799
662
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 800 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 801 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 802 for (i = 0; i < RP->Xsize; i++)
803 {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 804 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 805 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 806 {
669 } 807 if (wall_blocked (map, i, j))
808 layout2[i][j] = '#';
809 }
670 } 810 }
671 811
672 /* setup num_free_spots and room_free_spots */ 812 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 813 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 814
675 /* deallocate the temp. layout */ 815 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) { 816 for (i = 0; i < RP->Xsize; i++)
677 free(layout2[i]); 817 free (layout2[i]);
678 } 818
679 free(layout2); 819 free (layout2);
680 return doorlist; 820 return doorlist;
681} 821}
682 822
683 823
684 824
685/* locks and/or hides all the doors in doorlist, or does nothing if 825/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 826 opts doesn't say to lock/hide doors. */
687 827
828void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 829lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
830{
689 object *door; 831 object *door;
690 int i; 832 int i;
833
691 /* lock the doors and hide the keys. */ 834 /* lock the doors and hide the keys. */
692 835
693 if(opts & DOORED) { 836 if (opts & DOORED)
837 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 838 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
839 {
695 object *new_door=get_archetype("locked_door1"); 840 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 841 char keybuf[1024];
842
697 door=doorlist[i]; 843 door = doorlist[i];
698 new_door->face = door->face; 844 new_door->face = door->face;
699 new_door->x = door->x; 845 new_door->x = door->x;
700 new_door->y = door->y; 846 new_door->y = door->y;
701 remove_ob(door); 847 door->remove ();
702 free_object(door); 848 door->destroy ();
703 doorlist[i]=new_door; 849 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 850 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 851 sprintf (keybuf, "%d", (int) RANDOM ());
706 new_door->slaying = keybuf; 852 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 853 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 854 }
709 } 855 }
710 856
711 /* change the faces of the doors and surrounding walls to hide them. */ 857 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 858 if (opts & HIDDEN)
859 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 860 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
861 {
714 object *wallface; 862 object *wallface;
863
715 door=doorlist[i]; 864 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 865 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 866 if (wallface != NULL)
867 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 868 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 869 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 870 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 871 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 872 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 873 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 874 wallface->remove ();
875 wallface->destroy ();
876 }
725 } 877 }
726 }
727 } 878 }
728} 879}

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