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

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