ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/treasure.C
(Generate patch)

Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.17 by root, Mon Jan 15 15:54:19 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
218 xl = x + freearr_x[i];
219 yl = y + freearr_y[i];
187 220
188 /* if the placement is blocked, return a fail. */ 221 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 222 if (wall_blocked (map, xl, yl))
190 223 return 0;
191 224
192 /* put the treasures in the chest. */ 225 /* put the treasures in the chest. */
193 /* if(style_map) { */ 226 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 227#if 0 /* don't use treasure style maps for now! */
195 int ti; 228 int ti;
229
196 /* if treasurestyle lists a treasure list, use it. */ 230 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 231 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
232
198 if(tlist!=NULL) 233 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 234 for (ti = 0; ti < n_treasures; ti++)
235 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 236 object *new_treasure = pick_random_object (style_map);
237
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 238 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 239 }
203 else { /* use the style map */ 240 else
241 { /* use the style map */
242 the_chest->randomitems = tlist;
243 the_chest->stats.hp = n_treasures;
244 }
245#endif
246 { /* neither style_map no treasure list given */
247 treasurelist *tlist = find_treasurelist ("chest");
248
204 the_chest->randomitems=tlist; 249 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 250 the_chest->stats.hp = n_treasures;
206 } 251 }
207#endif
208 else { /* neither style_map no treasure list given */
209 treasurelist *tlist=find_treasurelist("chest");
210 the_chest->randomitems=tlist;
211 the_chest->stats.hp = n_treasures;
212 }
213 252
214 /* stick a trap in the chest if required */ 253 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 254 if (treasureoptions & TRAPPED)
255 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 256 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 257 object *the_trap;
258
218 if(trap_map) { 259 if (trap_map)
260 {
219 the_trap= pick_random_object(trap_map); 261 the_trap = pick_random_object (trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty; 262 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 263 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
222 if(the_trap) { 264 if (the_trap)
265 {
223 object *new_trap; 266 object *new_trap;
267
224 new_trap = arch_to_object(the_trap->arch); 268 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 269 new_trap->copy_to (the_trap);
226 new_trap->x = x; 270 new_trap->x = x;
227 new_trap->y = y; 271 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 272 insert_ob_in_ob (new_trap, the_chest);
273 }
229 } 274 }
230 }
231 } 275 }
232 276
233 /* set the chest lock code, and call the keyplacer routine with 277 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 278 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 279 there's only 1 treasure.... */
236 280
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 281 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
282 {
238 char keybuf[256]; 283 char keybuf[1024];
284
239 sprintf(keybuf,"%d",(int)RANDOM()); 285 sprintf (keybuf, "%d", (int) RANDOM ());
240 the_chest->slaying = keybuf; 286 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 287 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 288 }
243 289
244 /* actually place the chest. */ 290 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 291 the_chest->x = xl;
292 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 293 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 294 return the_chest;
248} 295}
249 296
250 297
251/* finds the closest monster and returns him, regardless of doors 298/* finds the closest monster and returns him, regardless of doors
252 or walls */ 299 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 300object *
301find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
302{
254 int i; 303 int i;
304
255 for(i=0;i<SIZEOFFREE;i++) { 305 for (i = 0; i < SIZEOFFREE; i++)
306 {
256 int lx,ly; 307 int lx, ly;
308
257 lx=x+freearr_x[i]; 309 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 310 ly = y + freearr_y[i];
259 /* boundscheck */ 311 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 312 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 313 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 314 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
315 {
263 object *the_monster=get_map_ob(map,lx,ly); 316 object *the_monster = GET_MAP_OB (map, lx, ly);
317
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 318 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
265 if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) 319 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 320 return the_monster;
321 }
267 } 322 }
268 }
269 return NULL; 323 return NULL;
270} 324}
271 325
272 326
273 327
274/* places keys in the map, preferably in something alive. 328/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 329 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 330 door_flag is either PASS_DOORS or NO_PASS_DOORS.
279 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. 333 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 334
281 The idea is that you call keyplace on x,y where a door is, and it'll make 335 The idea is that you call keyplace on x,y where a door is, and it'll make
282 sure a key is placed on both sides of the door. 336 sure a key is placed on both sides of the door.
283*/ 337*/
284 338
339int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 340keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
341{
286 int i,j; 342 int i, j;
287 int kx,ky; 343 int kx, ky;
288 object *the_keymaster; /* the monster that gets the key. */ 344 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 345 object *the_key;
290 346
291 /* get a key and set its keycode */ 347 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 348 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 349 the_key->slaying = keycode;
294 350
295 if(door_flag==PASS_DOORS) { 351 if (door_flag == PASS_DOORS)
352 {
296 int tries=0; 353 int tries = 0;
354
297 the_keymaster=NULL; 355 the_keymaster = NULL;
298 while(tries<15&&the_keymaster==NULL) { 356 while (tries < 15 && the_keymaster == NULL)
357 {
299 i = (RANDOM()%(RP->Xsize-2))+1; 358 i = (RANDOM () % (RP->Xsize - 2)) + 1;
300 j = (RANDOM()%(RP->Ysize-2))+1; 359 j = (RANDOM () % (RP->Ysize - 2)) + 1;
301 tries++; 360 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 361 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 362 }
304 /* if we don't find a good keymaster, drop the key on the ground. */ 363 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) { 364 if (the_keymaster == NULL)
365 {
306 int freeindex; 366 int freeindex;
307 367
308 freeindex = -1; 368 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 369 for (tries = 0; tries < 15 && freeindex == -1; tries++)
370 {
310 kx = (RANDOM()%(RP->Xsize-2))+1; 371 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
311 ky = (RANDOM()%(RP->Ysize-2))+1; 372 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 373 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
313 } 374 }
375
314 if(freeindex != -1) { 376 if (freeindex != -1)
377 {
315 kx += freearr_x[freeindex]; 378 kx += freearr_x[freeindex];
316 ky += freearr_y[freeindex]; 379 ky += freearr_y[freeindex];
380 }
317 } 381 }
318 }
319 } 382 }
383 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 384 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 385 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 386 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 387 if (n_keys == 1)
388 {
324 if(wall_blocked(map,x,y)) return 0; 389 if (wall_blocked (map, x, y))
390 return 0;
391
325 the_keymaster=find_monster_in_room(map,x,y,RP); 392 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 393 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 394 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 395 }
329 else { 396 else
397 {
330 int sum=0; /* count how many keys we actually place */ 398 int sum = 0; /* count how many keys we actually place */
399
331 /* I'm lazy, so just try to place in all 4 directions. */ 400 /* I'm lazy, so just try to place in all 4 directions. */
332 sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP); 401 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
333 sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP); 402 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
334 sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); 403 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
335 sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); 404 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 405 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 406 { /* diagnoally this time. */
338 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);
339 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); 408 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
340 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); 409 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
341 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); 410 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 411 }
412 return 1;
413 }
414 }
415
416 if (the_keymaster == NULL)
417 {
418 the_key->x = kx;
419 the_key->y = ky;
420 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 421 return 1;
344 }
345 } 422 }
346 423
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); 424 insert_ob_in_ob (the_key, the_keymaster);
355 return 1; 425 return 1;
356} 426}
357 427
358 428
359 429
360/* both find_monster_in_room routines need to have access to this. */ 430/* both find_monster_in_room routines need to have access to this. */
361 431
362object *theMonsterToFind; 432object *theMonsterToFind;
363 433
364/* a recursive routine which will return a monster, eventually,if there is one. 434/* a recursive routine which will return a monster, eventually,if there is one.
365 it does a check-off on the layout, converting 0's to 1's */ 435 it does a check-off on the layout, converting 0's to 1's */
366 436
437object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 438find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
439{
368 int i,j; 440 int i, j;
441
369 /* if we've found a monster already, leave */ 442 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 443 if (theMonsterToFind != NULL)
444 return theMonsterToFind;
371 445
372 /* bounds check x and y */ 446 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 447 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
448 return theMonsterToFind;
374 449
375 /* if the square is blocked or searched already, leave */ 450 /* if the square is blocked or searched already, leave */
451 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 452 return theMonsterToFind; /* might be NULL, that's fine. */
377 453
378 /* check the current square for a monster. If there is one, 454 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 455 set theMonsterToFind and return it. */
380 layout[x][y]=1; 456 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 457 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
458 {
382 object *the_monster = get_map_ob(map,x,y); 459 object *the_monster = GET_MAP_OB (map, x, y);
460
383 /* check off this point */ 461 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 462 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
385 if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { 463 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
464 {
386 theMonsterToFind=the_monster; 465 theMonsterToFind = the_monster;
387 return theMonsterToFind; 466 return theMonsterToFind;
388 } 467 }
389 } 468 }
390 469
391 /* now search all the 8 squares around recursively for a monster,in random order */ 470 /* now search all the 8 squares around recursively for a monster,in random order */
392 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 471 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
472 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 473 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
394 if(theMonsterToFind!=NULL) return theMonsterToFind; 474 if (theMonsterToFind != NULL)
475 return theMonsterToFind;
395 } 476 }
396 return theMonsterToFind; 477 return theMonsterToFind;
397} 478}
398 479
399 480
400/* sets up some data structures: the _recursive form does the 481/* sets up some data structures: the _recursive form does the
401 real work. */ 482 real work. */
402 483
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 484object *
485find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
486{
404 char **layout2; 487 char **layout2;
405 int i,j; 488 int i, j;
489
406 theMonsterToFind=0; 490 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 491 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 492 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 493 for (i = 0; i < RP->Xsize; i++)
494 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 495 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 496 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 497 {
413 } 498 if (wall_blocked (map, i, j))
499 layout2[i][j] = '#';
500 }
414 } 501 }
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 502 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 503
417 /* deallocate the temp. layout */ 504 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 505 for (i = 0; i < RP->Xsize; i++)
506 {
419 free(layout2[i]); 507 free (layout2[i]);
420 } 508 }
421 free(layout2); 509 free (layout2);
422 510
423 return theMonsterToFind; 511 return theMonsterToFind;
424} 512}
425
426 513
427
428 514
515
516
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 517/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 518int *room_free_spots_x;
431int *room_free_spots_y; 519int *room_free_spots_y;
432int number_of_free_spots_in_room; 520int number_of_free_spots_in_room;
433 521
434/* the workhorse routine, which finds the free spots in a room: 522/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 523a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 524that datastructure. */
437 525
526void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{
439 int i,j; 529 int i, j;
440 530
441 /* bounds check x and y */ 531 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 532 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
533 return;
443 534
444 /* if the square is blocked or searched already, leave */ 535 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 536 if (layout[x][y] != 0)
537 return;
446 538
447 /* set the current square as checked, and add it to the list. 539 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 540 set theMonsterToFind and return it. */
449 /* check off this point */ 541 /* check off this point */
450 layout[x][y]=1; 542 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 543 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 544 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 545 number_of_free_spots_in_room++;
454 /* now search all the 8 squares around recursively for free spots,in random order */ 546 /* now search all the 8 squares around recursively for free spots,in random order */
455 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 547 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
548 {
456 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 } 550 }
458 551
459} 552}
460 553
461/* find a random non-blocked spot in this room to drop a key. */ 554/* find a random non-blocked spot in this room to drop a key. */
555void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 556find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
557{
463 char **layout2; 558 char **layout2;
464 int i,j; 559 int i, j;
560
465 number_of_free_spots_in_room=0; 561 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 562 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
467 room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 563 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 564
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 565 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 566 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 567 for (i = 0; i < RP->Xsize; i++)
568 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 569 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 570 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 571 {
475 } 572 if (wall_blocked (map, i, j))
573 layout2[i][j] = '#';
574 }
476 } 575 }
477 576
478 /* setup num_free_spots and room_free_spots */ 577 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 578 find_spot_in_room_recursive (layout2, x, y, RP);
480 579
481 if(number_of_free_spots_in_room > 0) { 580 if (number_of_free_spots_in_room > 0)
581 {
482 i = RANDOM()%number_of_free_spots_in_room; 582 i = RANDOM () % number_of_free_spots_in_room;
483 *kx = room_free_spots_x[i]; 583 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 584 *ky = room_free_spots_y[i];
485 } 585 }
486 586
487 /* deallocate the temp. layout */ 587 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 588 for (i = 0; i < RP->Xsize; i++)
589 {
489 free(layout2[i]); 590 free (layout2[i]);
490 } 591 }
491 free(layout2); 592 free (layout2);
492 free(room_free_spots_x); 593 free (room_free_spots_x);
493 free(room_free_spots_y); 594 free (room_free_spots_y);
494} 595}
495 596
496 597
497/* searches the map for a spot with walls around it. The more 598/* searches the map for a spot with walls around it. The more
498 walls the better, but it'll settle for 1 wall, or even 0, but 599 walls the better, but it'll settle for 1 wall, or even 0, but
499 it'll return 0 if no FREE spots are found.*/ 600 it'll return 0 if no FREE spots are found.*/
500 601
602void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
604{
502 int x,y; 605 int x, y;
503 int i; 606 int i;
607
504 x = *cx;y=*cy; 608 x = *cx;
609 y = *cy;
505 610
506 for(i=0;i<=SIZEOFFREE1;i++) { 611 for (i = 0; i <= SIZEOFFREE1; i++)
612 {
507 int lx,ly,sindex; 613 int lx, ly, sindex;
614
508 lx = x +freearr_x[i]; 615 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 616 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 617 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 618 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 619 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 620 {
621 *cx = lx;
622 *cy = ly;
514 return; 623 return;
515 } 624 }
516 } 625 }
517 626
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 627 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 628 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 629 for (i = 0; i <= SIZEOFFREE1; i++)
630 {
521 int lx,ly,sindex; 631 int lx, ly, sindex;
632
522 lx = x +freearr_x[i]; 633 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 634 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 635 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 636 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 637 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 638 {
639 *cx = lx;
640 *cy = ly;
528 return; 641 return;
529 } 642 }
530 } 643 }
531 644
532 /* settle for one surround point */ 645 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 646 for (i = 0; i <= SIZEOFFREE1; i++)
647 {
534 int lx,ly,sindex; 648 int lx, ly, sindex;
649
535 lx = x +freearr_x[i]; 650 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 651 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 652 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 653 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 654 if (sindex)
540 *cx= lx;*cy= ly; 655 {
656 *cx = lx;
657 *cy = ly;
541 return; 658 return;
542 } 659 }
543 } 660 }
544 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 662 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 663
664 if (i != -1)
665 {
547 *cx = x +freearr_x[i]; 666 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 667 *cy = y + freearr_y[i];
549 return;
550 } 668 }
669 else
670 {
551 /* indicate failure */ 671 /* indicate failure */
552 *cx=*cy=-1; 672 *cx = -1;
673 *cy = -1;
674 }
553} 675}
554 676
555 677
678void
556void remove_monsters(int x,int y,mapstruct *map) { 679remove_monsters (int x, int y, maptile *map)
680{
557 object *tmp; 681 object *tmp;
558 682
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 683 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 684 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 685 {
562 remove_ob(tmp); 686 if (tmp->head)
563 free_object(tmp); 687 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 688 tmp->remove ();
689 tmp->destroy ();
690 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 691 if (tmp == NULL)
692 break;
566 }; 693 };
567} 694}
568 695
569 696
570/* surrounds the point x,y by doors, so as to enclose something, like 697/* surrounds the point x,y by doors, so as to enclose something, like
571 a chest. It only goes as far as the 8 squares surrounding, and 698 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 699 it'll remove any monsters it finds.*/
573 700
701object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 702surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
703{
575 int i; 704 int i;
576 char *doors[2]; 705 char *doors[2];
577 object **doorlist; 706 object **doorlist;
578 int ndoors_made=0; 707 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 708 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 709
581 /* this is a list we pick from, for horizontal and vertical doors */ 710 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 711 if (opts & DOORED)
712 {
583 doors[0]="locked_door2"; 713 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 714 doors[1] = "locked_door1";
585 } 715 }
586 else { 716 else
717 {
587 doors[0]="door_1"; 718 doors[0] = "door_1";
588 doors[1]="door_2"; 719 doors[1] = "door_2";
589 } 720 }
590 721
591 /* place doors in all the 8 adjacent unblocked squares. */ 722 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 723 for (i = 1; i < 9; i++)
724 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 725 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 726
595 if(!wall_blocked(map,x1,y1) 727 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 728 { /* place a door */
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 729 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
730
598 new_door->x = x + freearr_x[i]; 731 new_door->x = x + freearr_x[i];
599 new_door->y = y + freearr_y[i]; 732 new_door->y = y + freearr_y[i];
600 remove_monsters(new_door->x,new_door->y,map); 733 remove_monsters (new_door->x, new_door->y, map);
601 insert_ob_in_map(new_door,map,NULL,0); 734 insert_ob_in_map (new_door, map, NULL, 0);
602 doorlist[ndoors_made]=new_door; 735 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 736 ndoors_made++;
604 } 737 }
605 } 738 }
606 return doorlist; 739 return doorlist;
607} 740}
608 741
609 742
610/* returns the first door in this square, or NULL if there isn't a door. */ 743/* returns the first door in this square, or NULL if there isn't a door. */
744object *
611object *door_in_square(mapstruct *map,int x,int y) { 745door_in_square (maptile *map, int x, int y)
746{
612 object *tmp; 747 object *tmp;
748
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 749 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 750 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
751 return tmp;
615 return NULL; 752 return NULL;
616} 753}
617 754
618 755
619/* the workhorse routine, which finds the doors in a room */ 756/* the workhorse routine, which finds the doors in a room */
757void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 758find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
759{
621 int i,j; 760 int i, j;
622 object *door; 761 object *door;
623 762
624 /* bounds check x and y */ 763 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 764 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
765 return;
626 766
627 /* if the square is blocked or searched already, leave */ 767 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 768 if (layout[x][y] == 1)
769 return;
629 770
630 /* check off this point */ 771 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 772 if (layout[x][y] == '#')
773 { /* there could be a door here */
632 layout[x][y]=1; 774 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 775 door = door_in_square (map, x, y);
634 if(door!=NULL) { 776 if (door)
777 {
635 doorlist[*ndoors]=door; 778 doorlist[*ndoors] = door;
636 if(*ndoors>254) /* eek! out of memory */ 779 if (*ndoors > 1022) /* eek! out of memory */
637 { 780 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 781 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 782 return;
640 } 783 }
784
641 *ndoors=*ndoors+1; 785 *ndoors = *ndoors + 1;
642 } 786 }
643 } 787 }
644 else { 788 else
789 {
645 layout[x][y]=1; 790 layout[x][y] = 1;
646 /* now search all the 8 squares around recursively for free spots,in random order */ 791 /* now search all the 8 squares around recursively for free spots,in random order */
647 for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { 792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
648 find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); 793 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
649 }
650 } 794 }
651} 795}
652 796
653/* find a random non-blocked spot in this room to drop a key. */ 797/* find a random non-blocked spot in this room to drop a key. */
654object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { 798object **
799find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
800{
655 char **layout2; 801 char **layout2;
656 object **doorlist; 802 object **doorlist;
657 int i,j; 803 int i, j;
658 int ndoors=0; 804 int ndoors = 0;
659 805
660 doorlist = (object **)calloc(sizeof(int),256); 806 doorlist = (object **) calloc (sizeof (int), 1024);
661 807
662
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 808 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 809 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 810 for (i = 0; i < RP->Xsize; i++)
811 {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 812 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 813 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 814 {
669 } 815 if (wall_blocked (map, i, j))
816 layout2[i][j] = '#';
817 }
670 } 818 }
671 819
672 /* setup num_free_spots and room_free_spots */ 820 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 821 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 822
675 /* deallocate the temp. layout */ 823 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) { 824 for (i = 0; i < RP->Xsize; i++)
677 free(layout2[i]); 825 free (layout2[i]);
678 } 826
679 free(layout2); 827 free (layout2);
680 return doorlist; 828 return doorlist;
681} 829}
682 830
683 831
684 832
685/* locks and/or hides all the doors in doorlist, or does nothing if 833/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 834 opts doesn't say to lock/hide doors. */
687 835
836void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 837lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
838{
689 object *door; 839 object *door;
690 int i; 840 int i;
841
691 /* lock the doors and hide the keys. */ 842 /* lock the doors and hide the keys. */
692 843
693 if(opts & DOORED) { 844 if (opts & DOORED)
845 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 846 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
847 {
695 object *new_door=get_archetype("locked_door1"); 848 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 849 char keybuf[1024];
850
697 door=doorlist[i]; 851 door = doorlist[i];
698 new_door->face = door->face; 852 new_door->face = door->face;
699 new_door->x = door->x; 853 new_door->x = door->x;
700 new_door->y = door->y; 854 new_door->y = door->y;
701 remove_ob(door); 855 door->remove ();
702 free_object(door); 856 door->destroy ();
703 doorlist[i]=new_door; 857 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 858 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 859 sprintf (keybuf, "%d", (int) RANDOM ());
706 new_door->slaying = keybuf; 860 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 861 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 862 }
709 } 863 }
710 864
711 /* change the faces of the doors and surrounding walls to hide them. */ 865 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 866 if (opts & HIDDEN)
867 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 868 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
869 {
714 object *wallface; 870 object *wallface;
871
715 door=doorlist[i]; 872 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 873 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 874 if (wallface != NULL)
875 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 876 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 877 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 878 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 879 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 880 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 881 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 882 wallface->remove ();
883 wallface->destroy ();
884 }
725 } 885 }
726 }
727 } 886 }
728} 887}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines