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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 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
30 26
31 27
32 28
34#include <random_map.h> 30#include <random_map.h>
35#include <rproto.h> 31#include <rproto.h>
36 32
37/* some defines for various options which can be set. */ 33/* some defines for various options which can be set. */
38 34
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 35#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 36#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 37#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 38#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 39#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 40#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 41#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 42#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 43#define LAST_OPTION 64 /* set this to the last real option, for random */
48 44
49#define NO_PASS_DOORS 0 45#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 46#define PASS_DOORS 1
51 47
52 48
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 49/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 50 * and doors but not monsters.
55 * This function is not map tile aware. 51 * This function is not map tile aware.
56 */ 52 */
57 53
54int
58int wall_blocked(mapstruct *m, int x, int y) { 55wall_blocked (maptile *m, int x, int y)
56{
59 int r; 57 int r;
60 58
61 if(OUT_OF_REAL_MAP(m,x,y)) 59 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1; 60 return 1;
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; 61 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 62 return r;
65} 63}
66 64
67/* place treasures in the map, given the 65/* place treasures in the map, given the
68map, (required) 66map, (required)
69layout, (required) 67layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 68treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 69treasureoptions (may be 0 for random choices or positive)
72*/ 70*/
73 71
72void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 73place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
74{
75 char styledirname[256]; 75 char styledirname[1024];
76 char stylefilepath[256]; 76 char stylefilepath[1024];
77 mapstruct *style_map=0; 77 maptile *style_map = 0;
78 int num_treasures; 78 int num_treasures;
79 79
80 /* bail out if treasure isn't wanted. */ 80 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 81 if (treasure_style)
82 if (!strcmp (treasure_style, "none"))
83 return;
84 if (treasureoptions <= 0)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 85 treasureoptions = RANDOM () % (2 * LAST_OPTION);
83 86
84 /* filter out the mutually exclusive options */ 87 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 88 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 89 {
90 if (RANDOM () % 2)
91 treasureoptions -= 1;
92 else
87 else treasureoptions-=2;} 93 treasureoptions -= 2;
94 }
88 95
89 /* pick the number of treasures */ 96 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 97 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 98 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 99 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 100 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
101 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 102 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
95 103
96 if(num_treasures <= 0 ) return; 104 if (num_treasures <= 0)
105 return;
97 106
98 /* get the style map */ 107 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 108 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 109 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 110 style_map = find_style (styledirname, treasure_style, -1);
102 111
103 /* all the treasure at one spot in the map. */ 112 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 113 if (treasureoptions & CONCENTRATED)
114 {
105 115
106 /* map_layout_style global, and is previously set */ 116 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 117 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 118 {
119 case LAYOUT_ONION:
120 case LAYOUT_SPIRAL:
121 case LAYOUT_SQUARE_SPIRAL:
122 {
112 int i,j; 123 int i, j;
124
113 /* search the onion for C's or '>', and put treasure there. */ 125 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 126 for (i = 0; i < RP->Xsize; i++)
127 {
115 for(j=0;j<RP->Ysize;j++) { 128 for (j = 0; j < RP->Ysize; j++)
129 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 130 if (layout[i][j] == 'C' || layout[i][j] == '>')
131 {
117 int tdiv = RP->symmetry_used; 132 int tdiv = RP->symmetry_used;
133 object **doorlist;
134 object *chest;
135
136 if (tdiv == 3)
137 tdiv = 2; /* this symmetry uses a divisor of 2 */
138 /* don't put a chest on an exit. */
139 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
140 if (!chest)
141 continue; /* if no chest was placed NEXT */
142 if (treasureoptions & (DOORED | HIDDEN))
143 {
144 doorlist = find_doors_in_room (map, i, j, RP);
145 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
146 free (doorlist);
147 }
148 }
149 }
150 }
151 break;
152 }
153 default:
154 {
155 int i, j, tries;
156 object *chest;
118 object **doorlist; 157 object **doorlist;
119 object *chest; 158
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 159 i = j = -1;
121 /* don't put a chest on an exit. */ 160 tries = 0;
161 while (i == -1 && tries < 100)
162 {
163 i = RANDOM () % (RP->Xsize - 2) + 1;
164 j = RANDOM () % (RP->Ysize - 2) + 1;
165 find_enclosed_spot (map, &i, &j, RP);
166 if (wall_blocked (map, i, j))
167 i = -1;
168 tries++;
169 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 170 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 171 if (!chest)
172 return;
173 i = chest->x;
174 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 175 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 176 {
177 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 178 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 179 free (doorlist);
128 } 180 }
129 } 181 }
130 } 182 }
183 }
184 else
185 { /* DIFFUSE treasure layout */
186 int ti, i, j;
187
188 for (ti = 0; ti < num_treasures; ti++)
131 } 189 {
132 break;
133 }
134 default:
135 {
136 int i,j,tries;
137 object *chest;
138 object **doorlist;
139 i=j=-1;tries=0;
140 while(i==-1&&tries<100) {
141 i = RANDOM()%(RP->Xsize-2)+1; 190 i = RANDOM () % (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 191 j = RANDOM () % (RP->Ysize - 2) + 1;
143 find_enclosed_spot(map,&i,&j,RP);
144 if(wall_blocked(map,i,j)) i=-1;
145 tries++;
146 }
147 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP);
148 if(!chest) return;
149 i = chest->x; j = chest->y;
150 if(treasureoptions & (DOORED|HIDDEN)) {
151 doorlist=surround_by_doors(map,layout,i,j,treasureoptions);
152 lock_and_hide_doors(doorlist,map,treasureoptions,RP);
153 free(doorlist);
154 }
155 }
156 }
157 }
158 else { /* DIFFUSE treasure layout */
159 int ti,i,j;
160 for(ti=0;ti<num_treasures;ti++) {
161 i = RANDOM()%(RP->Xsize-2)+1;
162 j = RANDOM()%(RP->Ysize-2)+1;
163 place_chest(treasureoptions,i,j,map,style_map,1,RP); 192 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 193 }
165 } 194 }
166} 195}
167
168
169 196
170/* put a chest into the map, near x and y, with the treasure style 197/* put a chest into the map, near x and y, with the treasure style
171 determined (may be null, or may be a treasure list from lib/treasures, 198 determined (may be null, or may be a treasure list from lib/treasures,
172 if the global variable "treasurestyle" is set to that treasure list's name */ 199 if the global variable "treasurestyle" is set to that treasure list's name */
173 200
201object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 202place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
203{
175 object *the_chest; 204 object *the_chest;
176 int i,xl,yl; 205 int i, xl, yl;
177 206
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 207 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 208
180 /* first, find a place to put the chest. */ 209 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 210 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 211 if (i == -1)
183 free_object(the_chest); 212 {
213 the_chest->destroy ();
184 return NULL; 214 return NULL;
185 } 215 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 216
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_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
313 } 373 }
374
314 if(freeindex != -1) { 375 if (freeindex != -1)
376 {
315 kx += freearr_x[freeindex]; 377 kx += freearr_x[freeindex];
316 ky += freearr_y[freeindex]; 378 ky += freearr_y[freeindex];
379 }
317 } 380 }
318 }
319 } 381 }
382 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 383 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 384 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 385 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 386 if (n_keys == 1)
387 {
324 if(wall_blocked(map,x,y)) return 0; 388 if (wall_blocked (map, x, y))
389 return 0;
390
325 the_keymaster=find_monster_in_room(map,x,y,RP); 391 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 392 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 393 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 394 }
329 else { 395 else
396 {
330 int sum=0; /* count how many keys we actually place */ 397 int sum = 0; /* count how many keys we actually place */
398
331 /* I'm lazy, so just try to place in all 4 directions. */ 399 /* 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); 400 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); 401 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); 402 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); 403 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. */ 404 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 405 { /* diagnoally this time. */
338 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);
339 keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); 407 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
340 keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); 408 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
341 keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); 409 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 410 }
411 return 1;
412 }
413 }
414
415 if (the_keymaster == NULL)
416 {
417 the_key->x = kx;
418 the_key->y = ky;
419 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 420 return 1;
344 }
345 } 421 }
346 422
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); 423 insert_ob_in_ob (the_key, the_keymaster);
355 return 1; 424 return 1;
356} 425}
357 426
358 427
359 428
360/* both find_monster_in_room routines need to have access to this. */ 429/* both find_monster_in_room routines need to have access to this. */
361 430
362object *theMonsterToFind; 431object *theMonsterToFind;
363 432
364/* a recursive routine which will return a monster, eventually,if there is one. 433/* 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 */ 434 it does a check-off on the layout, converting 0's to 1's */
366 435
436object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 437find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
438{
368 int i,j; 439 int i, j;
440
369 /* if we've found a monster already, leave */ 441 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 442 if (theMonsterToFind != NULL)
443 return theMonsterToFind;
371 444
372 /* bounds check x and y */ 445 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 446 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
447 return theMonsterToFind;
374 448
375 /* if the square is blocked or searched already, leave */ 449 /* if the square is blocked or searched already, leave */
450 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 451 return theMonsterToFind; /* might be NULL, that's fine. */
377 452
378 /* check the current square for a monster. If there is one, 453 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 454 set theMonsterToFind and return it. */
380 layout[x][y]=1; 455 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 456 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
457 {
382 object *the_monster = get_map_ob(map,x,y); 458 object *the_monster = GET_MAP_OB (map, x, y);
459
383 /* check off this point */ 460 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 461 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)) { 462 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
463 {
386 theMonsterToFind=the_monster; 464 theMonsterToFind = the_monster;
387 return theMonsterToFind; 465 return theMonsterToFind;
388 } 466 }
389 } 467 }
390 468
391 /* now search all the 8 squares around recursively for a monster,in random order */ 469 /* 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++) { 470 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
471 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 472 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; 473 if (theMonsterToFind != NULL)
474 return theMonsterToFind;
395 } 475 }
396 return theMonsterToFind; 476 return theMonsterToFind;
397} 477}
398 478
399 479
400/* sets up some data structures: the _recursive form does the 480/* sets up some data structures: the _recursive form does the
401 real work. */ 481 real work. */
402 482
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 483object *
484find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
485{
404 char **layout2; 486 char **layout2;
405 int i,j; 487 int i, j;
488
406 theMonsterToFind=0; 489 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 490 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 491 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 492 for (i = 0; i < RP->Xsize; i++)
493 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 494 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 495 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 496 {
413 } 497 if (wall_blocked (map, i, j))
498 layout2[i][j] = '#';
499 }
414 } 500 }
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 501 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 502
417 /* deallocate the temp. layout */ 503 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 504 for (i = 0; i < RP->Xsize; i++)
505 {
419 free(layout2[i]); 506 free (layout2[i]);
420 } 507 }
421 free(layout2); 508 free (layout2);
422 509
423 return theMonsterToFind; 510 return theMonsterToFind;
424} 511}
425
426 512
427
428 513
514
515
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 516/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 517int *room_free_spots_x;
431int *room_free_spots_y; 518int *room_free_spots_y;
432int number_of_free_spots_in_room; 519int number_of_free_spots_in_room;
433 520
434/* the workhorse routine, which finds the free spots in a room: 521/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 522a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 523that datastructure. */
437 524
525void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 526find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
527{
439 int i,j; 528 int i, j;
440 529
441 /* bounds check x and y */ 530 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 531 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
532 return;
443 533
444 /* if the square is blocked or searched already, leave */ 534 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 535 if (layout[x][y] != 0)
536 return;
446 537
447 /* set the current square as checked, and add it to the list. 538 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 539 set theMonsterToFind and return it. */
449 /* check off this point */ 540 /* check off this point */
450 layout[x][y]=1; 541 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 542 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 543 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 544 number_of_free_spots_in_room++;
454 /* now search all the 8 squares around recursively for free spots,in random order */ 545 /* 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++) { 546 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
547 {
456 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 548 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 } 549 }
458 550
459} 551}
460 552
461/* find a random non-blocked spot in this room to drop a key. */ 553/* find a random non-blocked spot in this room to drop a key. */
554void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{
463 char **layout2; 557 char **layout2;
464 int i,j; 558 int i, j;
559
465 number_of_free_spots_in_room=0; 560 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 561 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); 562 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 563
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 564 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 565 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 566 for (i = 0; i < RP->Xsize; i++)
567 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 568 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 569 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 570 {
475 } 571 if (wall_blocked (map, i, j))
572 layout2[i][j] = '#';
573 }
476 } 574 }
477 575
478 /* setup num_free_spots and room_free_spots */ 576 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 577 find_spot_in_room_recursive (layout2, x, y, RP);
480 578
481 if(number_of_free_spots_in_room > 0) { 579 if (number_of_free_spots_in_room > 0)
580 {
482 i = RANDOM()%number_of_free_spots_in_room; 581 i = RANDOM () % number_of_free_spots_in_room;
483 *kx = room_free_spots_x[i]; 582 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 583 *ky = room_free_spots_y[i];
485 } 584 }
486 585
487 /* deallocate the temp. layout */ 586 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 587 for (i = 0; i < RP->Xsize; i++)
588 {
489 free(layout2[i]); 589 free (layout2[i]);
490 } 590 }
491 free(layout2); 591 free (layout2);
492 free(room_free_spots_x); 592 free (room_free_spots_x);
493 free(room_free_spots_y); 593 free (room_free_spots_y);
494} 594}
495 595
496 596
497/* searches the map for a spot with walls around it. The more 597/* 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 598 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.*/ 599 it'll return 0 if no FREE spots are found.*/
500 600
601void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 602find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
603{
502 int x,y; 604 int x, y;
503 int i; 605 int i;
606
504 x = *cx;y=*cy; 607 x = *cx;
608 y = *cy;
505 609
506 for(i=0;i<=SIZEOFFREE1;i++) { 610 for (i = 0; i <= SIZEOFFREE1; i++)
611 {
507 int lx,ly,sindex; 612 int lx, ly, sindex;
613
508 lx = x +freearr_x[i]; 614 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 615 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 616 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 617 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 618 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 619 {
620 *cx = lx;
621 *cy = ly;
514 return; 622 return;
515 } 623 }
516 } 624 }
517 625
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 626 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 627 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 628 for (i = 0; i <= SIZEOFFREE1; i++)
629 {
521 int lx,ly,sindex; 630 int lx, ly, sindex;
631
522 lx = x +freearr_x[i]; 632 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 633 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 634 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 635 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 636 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 637 {
638 *cx = lx;
639 *cy = ly;
528 return; 640 return;
529 } 641 }
530 } 642 }
531 643
532 /* settle for one surround point */ 644 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 645 for (i = 0; i <= SIZEOFFREE1; i++)
646 {
534 int lx,ly,sindex; 647 int lx, ly, sindex;
648
535 lx = x +freearr_x[i]; 649 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 650 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 651 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 652 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 653 if (sindex)
540 *cx= lx;*cy= ly; 654 {
655 *cx = lx;
656 *cy = ly;
541 return; 657 return;
542 } 658 }
543 } 659 }
544 /* give up and return the closest free spot. */ 660 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 661 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 662
663 if (i != -1)
664 {
547 *cx = x +freearr_x[i]; 665 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 666 *cy = y + freearr_y[i];
549 return;
550 } 667 }
668 else
669 {
551 /* indicate failure */ 670 /* indicate failure */
552 *cx=*cy=-1; 671 *cx = -1;
672 *cy = -1;
673 }
553} 674}
554 675
555 676
677void
556void remove_monsters(int x,int y,mapstruct *map) { 678remove_monsters (int x, int y, maptile *map)
679{
557 object *tmp; 680 object *tmp;
558 681
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 684 {
562 remove_ob(tmp); 685 if (tmp->head)
563 free_object(tmp); 686 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 687 tmp->remove ();
688 tmp->destroy ();
689 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 690 if (tmp == NULL)
691 break;
566 }; 692 };
567} 693}
568 694
569 695
570/* surrounds the point x,y by doors, so as to enclose something, like 696/* 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 697 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 698 it'll remove any monsters it finds.*/
573 699
700object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 701surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
702{
575 int i; 703 int i;
576 char *doors[2]; 704 char *doors[2];
577 object **doorlist; 705 object **doorlist;
578 int ndoors_made=0; 706 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 707 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 708
581 /* this is a list we pick from, for horizontal and vertical doors */ 709 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 710 if (opts & DOORED)
711 {
583 doors[0]="locked_door2"; 712 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 713 doors[1] = "locked_door1";
585 } 714 }
586 else { 715 else
716 {
587 doors[0]="door_1"; 717 doors[0] = "door_1";
588 doors[1]="door_2"; 718 doors[1] = "door_2";
589 } 719 }
590 720
591 /* place doors in all the 8 adjacent unblocked squares. */ 721 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 722 for (i = 1; i < 9; i++)
723 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 724 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 725
595 if(!wall_blocked(map,x1,y1) 726 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 727 { /* place a door */
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 728 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
729
598 new_door->x = x + freearr_x[i]; 730 new_door->x = x + freearr_x[i];
599 new_door->y = y + freearr_y[i]; 731 new_door->y = y + freearr_y[i];
600 remove_monsters(new_door->x,new_door->y,map); 732 remove_monsters (new_door->x, new_door->y, map);
601 insert_ob_in_map(new_door,map,NULL,0); 733 insert_ob_in_map (new_door, map, NULL, 0);
602 doorlist[ndoors_made]=new_door; 734 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 735 ndoors_made++;
604 } 736 }
605 } 737 }
606 return doorlist; 738 return doorlist;
607} 739}
608 740
609 741
610/* returns the first door in this square, or NULL if there isn't a door. */ 742/* returns the first door in this square, or NULL if there isn't a door. */
743object *
611object *door_in_square(mapstruct *map,int x,int y) { 744door_in_square (maptile *map, int x, int y)
745{
612 object *tmp; 746 object *tmp;
747
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 748 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 749 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
750 return tmp;
615 return NULL; 751 return NULL;
616} 752}
617 753
618 754
619/* the workhorse routine, which finds the doors in a room */ 755/* the workhorse routine, which finds the doors in a room */
756void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 757find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
758{
621 int i,j; 759 int i, j;
622 object *door; 760 object *door;
623 761
624 /* bounds check x and y */ 762 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 763 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
764 return;
626 765
627 /* if the square is blocked or searched already, leave */ 766 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 767 if (layout[x][y] == 1)
768 return;
629 769
630 /* check off this point */ 770 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 771 if (layout[x][y] == '#')
772 { /* there could be a door here */
632 layout[x][y]=1; 773 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 774 door = door_in_square (map, x, y);
634 if(door!=NULL) { 775 if (door)
776 {
635 doorlist[*ndoors]=door; 777 doorlist[*ndoors] = door;
636 if(*ndoors>254) /* eek! out of memory */ 778 if (*ndoors > 1022) /* eek! out of memory */
637 { 779 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 780 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 781 return;
640 } 782 }
783
641 *ndoors=*ndoors+1; 784 *ndoors = *ndoors + 1;
642 } 785 }
643 } 786 }
644 else { 787 else
788 {
645 layout[x][y]=1; 789 layout[x][y] = 1;
646 /* now search all the 8 squares around recursively for free spots,in random order */ 790 /* 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++) { 791 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); 792 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
649 }
650 } 793 }
651} 794}
652 795
653/* find a random non-blocked spot in this room to drop a key. */ 796/* 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) { 797object **
798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
799{
655 char **layout2; 800 char **layout2;
656 object **doorlist; 801 object **doorlist;
657 int i,j; 802 int i, j;
658 int ndoors=0; 803 int ndoors = 0;
659 804
660 doorlist = (object **)calloc(sizeof(int),256); 805 doorlist = (object **) calloc (sizeof (int), 1024);
661 806
662
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 807 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 809 for (i = 0; i < RP->Xsize; i++)
810 {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 811 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 812 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 813 {
669 } 814 if (wall_blocked (map, i, j))
815 layout2[i][j] = '#';
816 }
670 } 817 }
671 818
672 /* setup num_free_spots and room_free_spots */ 819 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 820 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 821
675 /* deallocate the temp. layout */ 822 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) { 823 for (i = 0; i < RP->Xsize; i++)
677 free(layout2[i]); 824 free (layout2[i]);
678 } 825
679 free(layout2); 826 free (layout2);
680 return doorlist; 827 return doorlist;
681} 828}
682 829
683 830
684 831
685/* locks and/or hides all the doors in doorlist, or does nothing if 832/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 833 opts doesn't say to lock/hide doors. */
687 834
835void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 836lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
837{
689 object *door; 838 object *door;
690 int i; 839 int i;
840
691 /* lock the doors and hide the keys. */ 841 /* lock the doors and hide the keys. */
692 842
693 if(opts & DOORED) { 843 if (opts & DOORED)
844 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 845 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
846 {
695 object *new_door=get_archetype("locked_door1"); 847 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 848 char keybuf[1024];
849
697 door=doorlist[i]; 850 door = doorlist[i];
698 new_door->face = door->face; 851 new_door->face = door->face;
699 new_door->x = door->x; 852 new_door->x = door->x;
700 new_door->y = door->y; 853 new_door->y = door->y;
701 remove_ob(door); 854 door->remove ();
702 free_object(door); 855 door->destroy ();
703 doorlist[i]=new_door; 856 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 857 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 858 sprintf (keybuf, "%d", (int) RANDOM ());
706 new_door->slaying = keybuf; 859 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 860 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 861 }
709 } 862 }
710 863
711 /* change the faces of the doors and surrounding walls to hide them. */ 864 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 865 if (opts & HIDDEN)
866 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 867 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
868 {
714 object *wallface; 869 object *wallface;
870
715 door=doorlist[i]; 871 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 872 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 873 if (wallface != NULL)
874 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 875 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 876 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 877 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 878 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 879 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 880 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 881 wallface->remove ();
882 wallface->destroy ();
883 }
725 } 884 }
726 }
727 } 885 }
728} 886}

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