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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 1.19 by root, Wed Jan 17 12:36:31 2007 UTC

1/* 1/*
2 * static char *rcsid_treasure_c = 2<<<<<<< treasure.C
3 * "$Id: treasure.C,v 1.3 2006/09/03 00:18:41 root Exp $"; 3 * CrossFire, A Multiplayer game
4 *
5 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (C) 1992 Frank Tore Johansen
8 *
9 * This program is free software; you can redistribute it and/or modify
10 * it under the terms of the GNU General Public License as published by
11 * the Free Software Foundation; either version 2 of the License, or
12 * (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software
21 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 *
23 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 24 */
5 25=======
6/*
7 CrossFire, A Multiplayer game for X-windows 26 * CrossFire, A Multiplayer game for X-windows
8 27 *
28 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 29 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 30 * Copyright (C) 1992 Frank Tore Johansen
11 31 *
12 This program is free software; you can redistribute it and/or modify 32 * 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 33 * 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 34 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 35 * (at your option) any later version.
16 36 *
17 This program is distributed in the hope that it will be useful, 37 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 38 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 39 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 40 * GNU General Public License for more details.
21 41 *
22 You should have received a copy of the GNU General Public License 42 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 43 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 44 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 45 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 46 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 47 */
48>>>>>>> 1.18
28 49
29/* placing treasure in maps, where appropriate. */ 50/* placing treasure in maps, where appropriate. */
30
31
32 51
33#include <global.h> 52#include <global.h>
34#include <random_map.h> 53#include <random_map.h>
35#include <rproto.h> 54#include <rproto.h>
36 55
37/* some defines for various options which can be set. */ 56/* some defines for various options which can be set. */
38 57
39#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 58#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define HIDDEN 2 /* doors to treasure are hidden. */ 59#define HIDDEN 2 /* doors to treasure are hidden. */
41#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ 60#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */
42#define DOORED 8 /* treasure has doors around it. */ 61#define DOORED 8 /* treasure has doors around it. */
43#define TRAPPED 16 /* trap dropped in same location as chest. */ 62#define TRAPPED 16 /* trap dropped in same location as chest. */
44#define SPARSE 32 /* 1/2 as much treasure as default */ 63#define SPARSE 32 /* 1/2 as much treasure as default */
45#define RICH 64 /* 2x as much treasure as default */ 64#define RICH 64 /* 2x as much treasure as default */
46#define FILLED 128 /* Fill/tile the entire map with treasure */ 65#define FILLED 128 /* Fill/tile the entire map with treasure */
47#define LAST_OPTION 64 /* set this to the last real option, for random */ 66#define LAST_OPTION 64 /* set this to the last real option, for random */
48 67
49#define NO_PASS_DOORS 0 68#define NO_PASS_DOORS 0
50#define PASS_DOORS 1 69#define PASS_DOORS 1
51 70
52 71
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 72/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 73 * and doors but not monsters.
55 * This function is not map tile aware. 74 * This function is not map tile aware.
56 */ 75 */
57 76int
58int wall_blocked(mapstruct *m, int x, int y) { 77wall_blocked (maptile *m, int x, int y)
59 int r; 78{
60
61 if(OUT_OF_REAL_MAP(m,x,y)) 79 if (OUT_OF_REAL_MAP (m, x, y))
62 return 1; 80 return 1;
81
63 r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; 82 int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT;
64 return r; 83 return r;
65} 84}
66 85
67/* place treasures in the map, given the 86/* place treasures in the map, given the
68map, (required) 87map, (required)
69layout, (required) 88layout, (required)
70treasure style (may be empty or NULL, or "none" to cause no treasure.) 89treasure style (may be empty or NULL, or "none" to cause no treasure.)
71treasureoptions (may be 0 for random choices or positive) 90treasureoptions (may be 0 for random choices or positive)
72*/ 91*/
73 92void
74void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { 93place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
94{
75 char styledirname[256]; 95 char styledirname[1024];
76 char stylefilepath[256]; 96 char stylefilepath[1024];
77 mapstruct *style_map=0; 97 maptile *style_map = 0;
78 int num_treasures; 98 int num_treasures;
79 99
80 /* bail out if treasure isn't wanted. */ 100 /* bail out if treasure isn't wanted. */
81 if(treasure_style) if(!strcmp(treasure_style,"none")) return; 101 if (treasure_style)
102 if (!strcmp (treasure_style, "none"))
103 return;
104 if (treasureoptions <= 0)
82 if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); 105 treasureoptions = RANDOM () % (2 * LAST_OPTION);
83 106
84 /* filter out the mutually exclusive options */ 107 /* filter out the mutually exclusive options */
85 if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { 108 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
86 if(RANDOM()%2) treasureoptions -=1; 109 {
110 if (RANDOM () % 2)
111 treasureoptions -= 1;
112 else
87 else treasureoptions-=2;} 113 treasureoptions -= 2;
114 }
88 115
89 /* pick the number of treasures */ 116 /* pick the number of treasures */
90 if(treasureoptions & SPARSE) 117 if (treasureoptions & SPARSE)
91 num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); 118 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
92 else if(treasureoptions & RICH) 119 else if (treasureoptions & RICH)
93 num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); 120 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
121 else
94 else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); 122 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1);
95 123
96 if(num_treasures <= 0 ) return; 124 if (num_treasures <= 0)
125 return;
97 126
98 /* get the style map */ 127 /* get the style map */
99 sprintf(styledirname,"%s","/styles/treasurestyles"); 128 sprintf (styledirname, "%s", "/styles/treasurestyles");
100 sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); 129 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
101 style_map = find_style(styledirname,treasure_style,-1); 130 style_map = find_style (styledirname, treasure_style, -1);
102 131
103 /* all the treasure at one spot in the map. */ 132 /* all the treasure at one spot in the map. */
104 if(treasureoptions & CONCENTRATED) { 133 if (treasureoptions & CONCENTRATED)
134 {
105 135
106 /* map_layout_style global, and is previously set */ 136 /* map_layout_style global, and is previously set */
107 switch(RP->map_layout_style) { 137 switch (RP->map_layout_style)
108 case ONION_LAYOUT:
109 case SPIRAL_LAYOUT:
110 case SQUARE_SPIRAL_LAYOUT:
111 { 138 {
139 case LAYOUT_ONION:
140 case LAYOUT_SPIRAL:
141 case LAYOUT_SQUARE_SPIRAL:
142 {
112 int i,j; 143 int i, j;
144
113 /* search the onion for C's or '>', and put treasure there. */ 145 /* search the onion for C's or '>', and put treasure there. */
114 for(i=0;i<RP->Xsize;i++) { 146 for (i = 0; i < RP->Xsize; i++)
147 {
115 for(j=0;j<RP->Ysize;j++) { 148 for (j = 0; j < RP->Ysize; j++)
149 {
116 if(layout[i][j]=='C' || layout[i][j]=='>') { 150 if (layout[i][j] == 'C' || layout[i][j] == '>')
151 {
117 int tdiv = RP->symmetry_used; 152 int tdiv = RP->symmetry_used;
153 object **doorlist;
154 object *chest;
155
156 if (tdiv == 3)
157 tdiv = 2; /* this symmetry uses a divisor of 2 */
158 /* don't put a chest on an exit. */
159 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
160 if (!chest)
161 continue; /* if no chest was placed NEXT */
162 if (treasureoptions & (DOORED | HIDDEN))
163 {
164 doorlist = find_doors_in_room (map, i, j, RP);
165 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
166 free (doorlist);
167 }
168 }
169 }
170 }
171 break;
172 }
173 default:
174 {
175 int i, j, tries;
176 object *chest;
118 object **doorlist; 177 object **doorlist;
119 object *chest; 178
120 if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ 179 i = j = -1;
121 /* don't put a chest on an exit. */ 180 tries = 0;
181 while (i == -1 && tries < 100)
182 {
183 i = RANDOM () % (RP->Xsize - 2) + 1;
184 j = RANDOM () % (RP->Ysize - 2) + 1;
185 find_enclosed_spot (map, &i, &j, RP);
186 if (wall_blocked (map, i, j))
187 i = -1;
188 tries++;
189 }
122 chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); 190 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
123 if(!chest) continue; /* if no chest was placed NEXT */ 191 if (!chest)
192 return;
193 i = chest->x;
194 j = chest->y;
124 if(treasureoptions & (DOORED|HIDDEN)) { 195 if (treasureoptions & (DOORED | HIDDEN))
125 doorlist=find_doors_in_room(map,i,j,RP); 196 {
197 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
126 lock_and_hide_doors(doorlist,map,treasureoptions,RP); 198 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
127 free(doorlist); 199 free (doorlist);
128 } 200 }
129 } 201 }
130 } 202 }
203 }
204 else
205 { /* DIFFUSE treasure layout */
206 int ti, i, j;
207
208 for (ti = 0; ti < num_treasures; ti++)
131 } 209 {
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; 210 i = RANDOM () % (RP->Xsize - 2) + 1;
142 j = RANDOM()%(RP->Ysize-2)+1; 211 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); 212 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
164 } 213 }
165 } 214 }
166} 215}
167
168
169 216
170/* put a chest into the map, near x and y, with the treasure style 217/* 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, 218 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 */ 219 if the global variable "treasurestyle" is set to that treasure list's name */
173 220
221object *
174object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { 222place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
223{
175 object *the_chest; 224 object *the_chest;
176 int i,xl,yl; 225 int i, xl, yl;
177 226
178 the_chest = get_archetype("chest"); /* was "chest_2" */ 227 the_chest = get_archetype ("chest"); /* was "chest_2" */
179 228
180 /* first, find a place to put the chest. */ 229 /* first, find a place to put the chest. */
181 i = find_first_free_spot(the_chest,map,x,y); 230 i = find_first_free_spot (the_chest, map, x, y);
182 if (i == -1) { 231 if (i == -1)
183 free_object(the_chest); 232 {
233 the_chest->destroy ();
184 return NULL; 234 return NULL;
185 } 235 }
186 xl = x + freearr_x[i]; yl = y + freearr_y[i]; 236
237 xl = x + freearr_x[i];
238 yl = y + freearr_y[i];
187 239
188 /* if the placement is blocked, return a fail. */ 240 /* if the placement is blocked, return a fail. */
189 if(wall_blocked(map,xl,yl)) return 0; 241 if (wall_blocked (map, xl, yl))
190 242 return 0;
191 243
192 /* put the treasures in the chest. */ 244 /* put the treasures in the chest. */
193 /* if(style_map) { */ 245 /* if(style_map) { */
194#if 0 /* don't use treasure style maps for now! */ 246#if 0 /* don't use treasure style maps for now! */
195 int ti; 247 int ti;
248
196 /* if treasurestyle lists a treasure list, use it. */ 249 /* if treasurestyle lists a treasure list, use it. */
197 treasurelist *tlist=find_treasurelist(RP->treasurestyle); 250 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
251
198 if(tlist!=NULL) 252 if (tlist != NULL)
199 for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ 253 for (ti = 0; ti < n_treasures; ti++)
254 { /* use the treasure list */
200 object *new_treasure=pick_random_object(style_map); 255 object *new_treasure = pick_random_object (style_map);
256
201 insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); 257 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
202 } 258 }
203 else { /* use the style map */ 259 else
260 { /* use the style map */
261 the_chest->randomitems = tlist;
262 the_chest->stats.hp = n_treasures;
263 }
264#endif
265 { /* neither style_map no treasure list given */
266 treasurelist *tlist = find_treasurelist ("chest");
267
204 the_chest->randomitems=tlist; 268 the_chest->randomitems = tlist;
205 the_chest->stats.hp = n_treasures; 269 the_chest->stats.hp = n_treasures;
206 } 270 }
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 }
213 271
214 /* stick a trap in the chest if required */ 272 /* stick a trap in the chest if required */
215 if(treasureoptions & TRAPPED) { 273 if (treasureoptions & TRAPPED)
274 {
216 mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); 275 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
217 object *the_trap; 276 object *the_trap;
277
218 if(trap_map) { 278 if (trap_map)
279 {
219 the_trap= pick_random_object(trap_map); 280 the_trap = pick_random_object (trap_map);
220 the_trap->stats.Cha = 10+RP->difficulty; 281 the_trap->stats.Cha = 10 + RP->difficulty;
221 the_trap->level = BC_RANDOM((3*RP->difficulty)/2); 282 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2);
222 if(the_trap) { 283 if (the_trap)
284 {
223 object *new_trap; 285 object *new_trap;
286
224 new_trap = arch_to_object(the_trap->arch); 287 new_trap = arch_to_object (the_trap->arch);
225 copy_object(new_trap,the_trap); 288 new_trap->copy_to (the_trap);
226 new_trap->x = x; 289 new_trap->x = x;
227 new_trap->y = y; 290 new_trap->y = y;
228 insert_ob_in_ob(new_trap,the_chest); 291 insert_ob_in_ob (new_trap, the_chest);
292 }
229 } 293 }
230 }
231 } 294 }
232 295
233 /* set the chest lock code, and call the keyplacer routine with 296 /* set the chest lock code, and call the keyplacer routine with
234 the lockcode. It's not worth bothering to lock the chest if 297 the lockcode. It's not worth bothering to lock the chest if
235 there's only 1 treasure....*/ 298 there's only 1 treasure.... */
236 299
237 if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { 300 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
301 {
238 char keybuf[256]; 302 char keybuf[1024];
303
239 sprintf(keybuf,"%d",(int)RANDOM()); 304 sprintf (keybuf, "%d", (int) RANDOM ());
240 the_chest->slaying = keybuf; 305 the_chest->slaying = keybuf;
241 keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); 306 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP);
242 } 307 }
243 308
244 /* actually place the chest. */ 309 /* actually place the chest. */
245 the_chest->x = xl; the_chest->y = yl; 310 the_chest->x = xl;
311 the_chest->y = yl;
246 insert_ob_in_map(the_chest,map,NULL,0); 312 insert_ob_in_map (the_chest, map, NULL, 0);
247 return the_chest; 313 return the_chest;
248} 314}
249 315
250 316
251/* finds the closest monster and returns him, regardless of doors 317/* finds the closest monster and returns him, regardless of doors
252 or walls */ 318 or walls */
253object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { 319object *
320find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
321{
254 int i; 322 int i;
323
255 for(i=0;i<SIZEOFFREE;i++) { 324 for (i = 0; i < SIZEOFFREE; i++)
325 {
256 int lx,ly; 326 int lx, ly;
327
257 lx=x+freearr_x[i]; 328 lx = x + freearr_x[i];
258 ly=y+freearr_y[i]; 329 ly = y + freearr_y[i];
259 /* boundscheck */ 330 /* boundscheck */
260 if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 331 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
261 /* don't bother searching this square unless the map says life exists.*/ 332 /* don't bother searching this square unless the map says life exists. */
262 if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { 333 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
334 {
263 object *the_monster=get_map_ob(map,lx,ly); 335 object *the_monster = GET_MAP_OB (map, lx, ly);
336
264 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); 337 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)) 338 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
266 return the_monster; 339 return the_monster;
340 }
267 } 341 }
268 }
269 return NULL; 342 return NULL;
270} 343}
271 344
272 345
273 346
274/* places keys in the map, preferably in something alive. 347/* places keys in the map, preferably in something alive.
275 keycode is the key's code, 348 keycode is the key's code,
276 door_flag is either PASS_DOORS or NO_PASS_DOORS. 349 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. 352 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
280 353
281 The idea is that you call keyplace on x,y where a door is, and it'll make 354 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. 355 sure a key is placed on both sides of the door.
283*/ 356*/
284 357int
285int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { 358keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
359{
286 int i,j; 360 int i, j;
287 int kx,ky; 361 int kx = 0, ky = 0;
288 object *the_keymaster; /* the monster that gets the key. */ 362 object *the_keymaster; /* the monster that gets the key. */
289 object *the_key; 363 object *the_key;
290 364
291 /* get a key and set its keycode */ 365 /* get a key and set its keycode */
292 the_key = get_archetype("key2"); 366 the_key = get_archetype ("key2");
293 the_key->slaying = keycode; 367 the_key->slaying = keycode;
294 368
295 if(door_flag==PASS_DOORS) { 369 if (door_flag == PASS_DOORS)
370 {
296 int tries=0; 371 int tries = 0;
372
297 the_keymaster=NULL; 373 the_keymaster = 0;
298 while(tries<15&&the_keymaster==NULL) { 374 while (tries < 15 && !the_keymaster)
375 {
299 i = (RANDOM()%(RP->Xsize-2))+1; 376 i = (RANDOM () % (RP->Xsize - 2)) + 1;
300 j = (RANDOM()%(RP->Ysize-2))+1; 377 j = (RANDOM () % (RP->Ysize - 2)) + 1;
301 tries++; 378 tries++;
302 the_keymaster=find_closest_monster(map,i,j,RP); 379 the_keymaster = find_closest_monster (map, i, j, RP);
303 } 380 }
381
304 /* if we don't find a good keymaster, drop the key on the ground. */ 382 /* if we don't find a good keymaster, drop the key on the ground. */
305 if(the_keymaster==NULL) { 383 if (!the_keymaster)
384 {
306 int freeindex; 385 int freeindex;
307 386
308 freeindex = -1; 387 freeindex = -1;
309 for(tries = 0; tries < 15 && freeindex == -1; tries++) { 388 for (tries = 0; tries < 15 && freeindex == -1; tries++)
389 {
310 kx = (RANDOM()%(RP->Xsize-2))+1; 390 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
311 ky = (RANDOM()%(RP->Ysize-2))+1; 391 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
312 freeindex = find_first_free_spot(the_key,map,kx,ky); 392 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
313 } 393 }
394
395 // can freeindex ever be < 0?
314 if(freeindex != -1) { 396 if (freeindex >= 0)
397 {
315 kx += freearr_x[freeindex]; 398 kx += freearr_x [freeindex];
316 ky += freearr_y[freeindex]; 399 ky += freearr_y [freeindex];
400 }
317 } 401 }
318 }
319 } 402 }
403 else
320 else { /* NO_PASS_DOORS --we have to work harder.*/ 404 { /* NO_PASS_DOORS --we have to work harder. */
321 /* don't try to keyplace if we're sitting on a blocked square and 405 /* don't try to keyplace if we're sitting on a blocked square and
322 NO_PASS_DOORS is set. */ 406 NO_PASS_DOORS is set. */
323 if(n_keys==1) { 407 if (n_keys == 1)
408 {
324 if(wall_blocked(map,x,y)) return 0; 409 if (wall_blocked (map, x, y))
410 return 0;
411
325 the_keymaster=find_monster_in_room(map,x,y,RP); 412 the_keymaster = find_monster_in_room (map, x, y, RP);
326 if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ 413 if (!the_keymaster) /* if fail, find a spot to drop the key. */
327 find_spot_in_room(map,x,y,&kx,&ky,RP); 414 find_spot_in_room (map, x, y, &kx, &ky, RP);
328 } 415 }
329 else { 416 else
417 {
330 int sum=0; /* count how many keys we actually place */ 418 int sum = 0; /* count how many keys we actually place */
419
331 /* I'm lazy, so just try to place in all 4 directions. */ 420 /* 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); 421 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); 422 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); 423 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); 424 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
425
336 if(sum < 2) /* we might have made a disconnected map-place more keys. */ 426 if (sum < 2) /* we might have made a disconnected map-place more keys. */
337 { /* diagnoally this time. */ 427 { /* diagonally this time. */
338 keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); 428 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); 429 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); 430 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); 431 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
342 } 432 }
433
434 return 1;
435 }
436 }
437
438 if (!the_keymaster)
439 {
440 the_key->x = kx;
441 the_key->y = ky;
442 insert_ob_in_map (the_key, map, NULL, 0);
343 return 1; 443 return 1;
344 }
345 } 444 }
346 445
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); 446 insert_ob_in_ob (the_key, the_keymaster);
355 return 1; 447 return 1;
356} 448}
357 449
358 450
359 451
360/* both find_monster_in_room routines need to have access to this. */ 452/* both find_monster_in_room routines need to have access to this. */
361 453
362object *theMonsterToFind; 454object *theMonsterToFind;
363 455
364/* a recursive routine which will return a monster, eventually,if there is one. 456/* 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 */ 457 it does a check-off on the layout, converting 0's to 1's */
366 458
459object *
367object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { 460find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
461{
368 int i,j; 462 int i, j;
463
369 /* if we've found a monster already, leave */ 464 /* if we've found a monster already, leave */
370 if(theMonsterToFind!=NULL) return theMonsterToFind; 465 if (theMonsterToFind != NULL)
466 return theMonsterToFind;
371 467
372 /* bounds check x and y */ 468 /* bounds check x and y */
373 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; 469 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
470 return theMonsterToFind;
374 471
375 /* if the square is blocked or searched already, leave */ 472 /* if the square is blocked or searched already, leave */
473 if (layout[x][y] != 0)
376 if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ 474 return theMonsterToFind; /* might be NULL, that's fine. */
377 475
378 /* check the current square for a monster. If there is one, 476 /* check the current square for a monster. If there is one,
379 set theMonsterToFind and return it. */ 477 set theMonsterToFind and return it. */
380 layout[x][y]=1; 478 layout[x][y] = 1;
381 if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { 479 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
480 {
382 object *the_monster = get_map_ob(map,x,y); 481 object *the_monster = GET_MAP_OB (map, x, y);
482
383 /* check off this point */ 483 /* check off this point */
384 for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); 484 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)) { 485 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
486 {
386 theMonsterToFind=the_monster; 487 theMonsterToFind = the_monster;
387 return theMonsterToFind; 488 return theMonsterToFind;
388 } 489 }
389 } 490 }
390 491
391 /* now search all the 8 squares around recursively for a monster,in random order */ 492 /* 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++) { 493 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
494 {
393 theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 495 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; 496 if (theMonsterToFind != NULL)
497 return theMonsterToFind;
395 } 498 }
396 return theMonsterToFind; 499 return theMonsterToFind;
397} 500}
398 501
399 502
400/* sets up some data structures: the _recursive form does the 503/* sets up some data structures: the _recursive form does the
401 real work. */ 504 real work. */
402 505
403object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { 506object *
507find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
508{
404 char **layout2; 509 char **layout2;
405 int i,j; 510 int i, j;
511
406 theMonsterToFind=0; 512 theMonsterToFind = 0;
407 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 513 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
408 /* allocate and copy the layout, converting C to 0. */ 514 /* allocate and copy the layout, converting C to 0. */
409 for(i=0;i<RP->Xsize;i++) { 515 for (i = 0; i < RP->Xsize; i++)
516 {
410 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 517 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
411 for(j=0;j<RP->Ysize;j++) { 518 for (j = 0; j < RP->Ysize; j++)
412 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 519 {
413 } 520 if (wall_blocked (map, i, j))
521 layout2[i][j] = '#';
522 }
414 } 523 }
415 theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); 524 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
416 525
417 /* deallocate the temp. layout */ 526 /* deallocate the temp. layout */
418 for(i=0;i<RP->Xsize;i++) { 527 for (i = 0; i < RP->Xsize; i++)
528 {
419 free(layout2[i]); 529 free (layout2[i]);
420 } 530 }
421 free(layout2); 531 free (layout2);
422 532
423 return theMonsterToFind; 533 return theMonsterToFind;
424} 534}
425
426 535
427
428
429/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 536/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
430int *room_free_spots_x; 537int *room_free_spots_x;
431int *room_free_spots_y; 538int *room_free_spots_y;
432int number_of_free_spots_in_room; 539int number_of_free_spots_in_room;
433 540
434/* the workhorse routine, which finds the free spots in a room: 541/* the workhorse routine, which finds the free spots in a room:
435a datastructure of free points is set up, and a position chosen from 542a datastructure of free points is set up, and a position chosen from
436that datastructure. */ 543that datastructure. */
437 544void
438void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { 545find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
546{
439 int i,j; 547 int i, j;
440 548
441 /* bounds check x and y */ 549 /* bounds check x and y */
442 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 550 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
551 return;
443 552
444 /* if the square is blocked or searched already, leave */ 553 /* if the square is blocked or searched already, leave */
445 if(layout[x][y]!=0) return; 554 if (layout[x][y] != 0)
555 return;
446 556
447 /* set the current square as checked, and add it to the list. 557 /* set the current square as checked, and add it to the list.
448 set theMonsterToFind and return it. */ 558 set theMonsterToFind and return it. */
449 /* check off this point */ 559 /* check off this point */
450 layout[x][y]=1; 560 layout[x][y] = 1;
451 room_free_spots_x[number_of_free_spots_in_room]=x; 561 room_free_spots_x[number_of_free_spots_in_room] = x;
452 room_free_spots_y[number_of_free_spots_in_room]=y; 562 room_free_spots_y[number_of_free_spots_in_room] = y;
453 number_of_free_spots_in_room++; 563 number_of_free_spots_in_room++;
564
454 /* now search all the 8 squares around recursively for free spots,in random order */ 565 /* 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++) { 566 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
456 find_spot_in_room_recursive(layout,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); 567 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
457 }
458 568
459} 569}
460 570
461/* find a random non-blocked spot in this room to drop a key. */ 571/* find a random non-blocked spot in this room to drop a key. */
572void
462void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { 573find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
574{
463 char **layout2; 575 char **layout2;
464 int i,j; 576 int i, j;
577
465 number_of_free_spots_in_room=0; 578 number_of_free_spots_in_room = 0;
466 room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); 579 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); 580 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
468 581
469 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 582 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
470 /* allocate and copy the layout, converting C to 0. */ 583 /* allocate and copy the layout, converting C to 0. */
471 for(i=0;i<RP->Xsize;i++) { 584 for (i = 0; i < RP->Xsize; i++)
585 {
472 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 586 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
473 for(j=0;j<RP->Ysize;j++) { 587 for (j = 0; j < RP->Ysize; j++)
474 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 588 if (wall_blocked (map, i, j))
475 } 589 layout2[i][j] = '#';
476 } 590 }
477 591
478 /* setup num_free_spots and room_free_spots */ 592 /* setup num_free_spots and room_free_spots */
479 find_spot_in_room_recursive(layout2,x,y,RP); 593 find_spot_in_room_recursive (layout2, x, y, RP);
480 594
481 if(number_of_free_spots_in_room > 0) { 595 if (number_of_free_spots_in_room > 0)
596 {
482 i = RANDOM()%number_of_free_spots_in_room; 597 i = RANDOM () % number_of_free_spots_in_room;
483 *kx = room_free_spots_x[i]; 598 *kx = room_free_spots_x[i];
484 *ky = room_free_spots_y[i]; 599 *ky = room_free_spots_y[i];
485 } 600 }
486 601
487 /* deallocate the temp. layout */ 602 /* deallocate the temp. layout */
488 for(i=0;i<RP->Xsize;i++) { 603 for (i = 0; i < RP->Xsize; i++)
489 free(layout2[i]); 604 free (layout2[i]);
490 } 605
491 free(layout2); 606 free (layout2);
492 free(room_free_spots_x); 607 free (room_free_spots_x);
493 free(room_free_spots_y); 608 free (room_free_spots_y);
494} 609}
495 610
496 611
497/* searches the map for a spot with walls around it. The more 612/* 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 613 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.*/ 614 it'll return 0 if no FREE spots are found.*/
500 615void
501void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { 616find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
617{
502 int x,y; 618 int x, y;
503 int i; 619 int i;
620
504 x = *cx;y=*cy; 621 x = *cx;
622 y = *cy;
505 623
506 for(i=0;i<=SIZEOFFREE1;i++) { 624 for (i = 0; i <= SIZEOFFREE1; i++)
625 {
507 int lx,ly,sindex; 626 int lx, ly, sindex;
627
508 lx = x +freearr_x[i]; 628 lx = x + freearr_x[i];
509 ly = y +freearr_y[i]; 629 ly = y + freearr_y[i];
510 sindex = surround_flag3(map,lx,ly,RP); 630 sindex = surround_flag3 (map, lx, ly, RP);
511 /* if it's blocked on 3 sides, it's enclosed */ 631 /* if it's blocked on 3 sides, it's enclosed */
512 if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { 632 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
513 *cx= lx;*cy= ly; 633 {
634 *cx = lx;
635 *cy = ly;
514 return; 636 return;
515 } 637 }
516 } 638 }
517 639
518 /* OK, if we got here, we're obviously someplace where there's no enclosed 640 /* OK, if we got here, we're obviously someplace where there's no enclosed
519 spots--try to find someplace which is 2x enclosed. */ 641 spots--try to find someplace which is 2x enclosed. */
520 for(i=0;i<=SIZEOFFREE1;i++) { 642 for (i = 0; i <= SIZEOFFREE1; i++)
643 {
521 int lx,ly,sindex; 644 int lx, ly, sindex;
645
522 lx = x +freearr_x[i]; 646 lx = x + freearr_x[i];
523 ly = y +freearr_y[i]; 647 ly = y + freearr_y[i];
524 sindex = surround_flag3(map,lx,ly,RP); 648 sindex = surround_flag3 (map, lx, ly, RP);
525 /* if it's blocked on 3 sides, it's enclosed */ 649 /* if it's blocked on 3 sides, it's enclosed */
526 if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { 650 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
527 *cx= lx;*cy= ly; 651 {
652 *cx = lx;
653 *cy = ly;
528 return; 654 return;
529 } 655 }
530 } 656 }
531 657
532 /* settle for one surround point */ 658 /* settle for one surround point */
533 for(i=0;i<=SIZEOFFREE1;i++) { 659 for (i = 0; i <= SIZEOFFREE1; i++)
660 {
534 int lx,ly,sindex; 661 int lx, ly, sindex;
662
535 lx = x +freearr_x[i]; 663 lx = x + freearr_x[i];
536 ly = y +freearr_y[i]; 664 ly = y + freearr_y[i];
537 sindex = surround_flag3(map,lx,ly,RP); 665 sindex = surround_flag3 (map, lx, ly, RP);
538 /* if it's blocked on 3 sides, it's enclosed */ 666 /* if it's blocked on 3 sides, it's enclosed */
539 if(sindex) { 667 if (sindex)
540 *cx= lx;*cy= ly; 668 {
669 *cx = lx;
670 *cy = ly;
541 return; 671 return;
542 } 672 }
543 } 673 }
544 /* give up and return the closest free spot. */ 674 /* give up and return the closest free spot. */
545 i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); 675 i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1);
546 if(i!=-1&&i<=SIZEOFFREE1) { 676
677 if (i != -1)
678 {
547 *cx = x +freearr_x[i]; 679 *cx = x + freearr_x[i];
548 *cy = y +freearr_y[i]; 680 *cy = y + freearr_y[i];
549 return;
550 } 681 }
682 else
683 {
551 /* indicate failure */ 684 /* indicate failure */
552 *cx=*cy=-1; 685 *cx = -1;
686 *cy = -1;
687 }
553} 688}
554 689
555 690
691void
556void remove_monsters(int x,int y,mapstruct *map) { 692remove_monsters (int x, int y, maptile *map)
693{
557 object *tmp; 694 object *tmp;
558 695
559 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 696 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
560 if(QUERY_FLAG(tmp,FLAG_ALIVE)) { 697 if (QUERY_FLAG (tmp, FLAG_ALIVE))
561 if(tmp->head) tmp=tmp->head; 698 {
562 remove_ob(tmp); 699 if (tmp->head)
563 free_object(tmp); 700 tmp = tmp->head;
564 tmp=get_map_ob(map,x,y); 701 tmp->remove ();
702 tmp->destroy ();
703 tmp = GET_MAP_OB (map, x, y);
565 if(tmp==NULL) break; 704 if (tmp == NULL)
705 break;
566 }; 706 };
567} 707}
568 708
569 709
570/* surrounds the point x,y by doors, so as to enclose something, like 710/* 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 711 a chest. It only goes as far as the 8 squares surrounding, and
572 it'll remove any monsters it finds.*/ 712 it'll remove any monsters it finds.*/
573 713
714object **
574object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { 715surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
716{
575 int i; 717 int i;
576 char *doors[2]; 718 char *doors[2];
577 object **doorlist; 719 object **doorlist;
578 int ndoors_made=0; 720 int ndoors_made = 0;
579 doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ 721 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
580 722
581 /* this is a list we pick from, for horizontal and vertical doors */ 723 /* this is a list we pick from, for horizontal and vertical doors */
582 if(opts&DOORED) { 724 if (opts & DOORED)
725 {
583 doors[0]="locked_door2"; 726 doors[0] = "locked_door2";
584 doors[1]="locked_door1"; 727 doors[1] = "locked_door1";
585 } 728 }
586 else { 729 else
730 {
587 doors[0]="door_1"; 731 doors[0] = "door_1";
588 doors[1]="door_2"; 732 doors[1] = "door_2";
589 } 733 }
590 734
591 /* place doors in all the 8 adjacent unblocked squares. */ 735 /* place doors in all the 8 adjacent unblocked squares. */
592 for(i=1;i<9;i++) { 736 for (i = 1; i < 9; i++)
737 {
593 int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; 738 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
594 739
595 if(!wall_blocked(map,x1,y1) 740 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>')
596 || layout[x1][y1]=='>') {/* place a door */ 741 { /* place a door */
597 object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); 742 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]);
743
598 new_door->x = x + freearr_x[i]; 744 new_door->x = x + freearr_x[i];
599 new_door->y = y + freearr_y[i]; 745 new_door->y = y + freearr_y[i];
600 remove_monsters(new_door->x,new_door->y,map); 746 remove_monsters (new_door->x, new_door->y, map);
601 insert_ob_in_map(new_door,map,NULL,0); 747 insert_ob_in_map (new_door, map, NULL, 0);
602 doorlist[ndoors_made]=new_door; 748 doorlist[ndoors_made] = new_door;
603 ndoors_made++; 749 ndoors_made++;
604 } 750 }
605 } 751 }
606 return doorlist; 752 return doorlist;
607} 753}
608 754
609 755
610/* returns the first door in this square, or NULL if there isn't a door. */ 756/* returns the first door in this square, or NULL if there isn't a door. */
757object *
611object *door_in_square(mapstruct *map,int x,int y) { 758door_in_square (maptile *map, int x, int y)
759{
612 object *tmp; 760 object *tmp;
761
613 for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) 762 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
614 if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; 763 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
764 return tmp;
615 return NULL; 765 return NULL;
616} 766}
617 767
618 768
619/* the workhorse routine, which finds the doors in a room */ 769/* the workhorse routine, which finds the doors in a room */
770void
620void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { 771find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
772{
621 int i,j; 773 int i, j;
622 object *door; 774 object *door;
623 775
624 /* bounds check x and y */ 776 /* bounds check x and y */
625 if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; 777 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
778 return;
626 779
627 /* if the square is blocked or searched already, leave */ 780 /* if the square is blocked or searched already, leave */
628 if(layout[x][y]==1) return; 781 if (layout[x][y] == 1)
782 return;
629 783
630 /* check off this point */ 784 /* check off this point */
631 if(layout[x][y]=='#') { /* there could be a door here */ 785 if (layout[x][y] == '#')
786 { /* there could be a door here */
632 layout[x][y]=1; 787 layout[x][y] = 1;
633 door=door_in_square(map,x,y); 788 door = door_in_square (map, x, y);
634 if(door!=NULL) { 789 if (door)
790 {
635 doorlist[*ndoors]=door; 791 doorlist[*ndoors] = door;
636 if(*ndoors>254) /* eek! out of memory */ 792 if (*ndoors > 1022) /* eek! out of memory */
637 { 793 {
638 LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 794 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
639 return; 795 return;
640 } 796 }
797
641 *ndoors=*ndoors+1; 798 *ndoors = *ndoors + 1;
642 } 799 }
643 } 800 }
644 else { 801 else
802 {
645 layout[x][y]=1; 803 layout[x][y] = 1;
646 /* now search all the 8 squares around recursively for free spots,in random order */ 804 /* 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++) { 805 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); 806 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
649 }
650 } 807 }
651} 808}
652 809
653/* find a random non-blocked spot in this room to drop a key. */ 810/* 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) { 811object **
812find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
813{
655 char **layout2; 814 char **layout2;
656 object **doorlist; 815 object **doorlist;
657 int i,j; 816 int i, j;
658 int ndoors=0; 817 int ndoors = 0;
659 818
660 doorlist = (object **)calloc(sizeof(int),256); 819 doorlist = (object **) calloc (sizeof (int), 1024);
661 820
662
663 layout2 = (char **) calloc(sizeof(char *),RP->Xsize); 821 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
664 /* allocate and copy the layout, converting C to 0. */ 822 /* allocate and copy the layout, converting C to 0. */
665 for(i=0;i<RP->Xsize;i++) { 823 for (i = 0; i < RP->Xsize; i++)
824 {
666 layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); 825 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
667 for(j=0;j<RP->Ysize;j++) { 826 for (j = 0; j < RP->Ysize; j++)
668 if(wall_blocked(map,i,j)) layout2[i][j] = '#'; 827 {
669 } 828 if (wall_blocked (map, i, j))
829 layout2[i][j] = '#';
830 }
670 } 831 }
671 832
672 /* setup num_free_spots and room_free_spots */ 833 /* setup num_free_spots and room_free_spots */
673 find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); 834 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
674 835
675 /* deallocate the temp. layout */ 836 /* deallocate the temp. layout */
676 for(i=0;i<RP->Xsize;i++) { 837 for (i = 0; i < RP->Xsize; i++)
677 free(layout2[i]); 838 free (layout2[i]);
678 } 839
679 free(layout2); 840 free (layout2);
680 return doorlist; 841 return doorlist;
681} 842}
682 843
683 844
684 845
685/* locks and/or hides all the doors in doorlist, or does nothing if 846/* locks and/or hides all the doors in doorlist, or does nothing if
686 opts doesn't say to lock/hide doors. */ 847 opts doesn't say to lock/hide doors. */
687 848
849void
688void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { 850lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
851{
689 object *door; 852 object *door;
690 int i; 853 int i;
854
691 /* lock the doors and hide the keys. */ 855 /* lock the doors and hide the keys. */
692 856
693 if(opts & DOORED) { 857 if (opts & DOORED)
858 {
694 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 859 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
860 {
695 object *new_door=get_archetype("locked_door1"); 861 object *new_door = get_archetype ("locked_door1");
696 char keybuf[256]; 862 char keybuf[1024];
863
697 door=doorlist[i]; 864 door = doorlist[i];
698 new_door->face = door->face; 865 new_door->face = door->face;
699 new_door->x = door->x; 866 new_door->x = door->x;
700 new_door->y = door->y; 867 new_door->y = door->y;
701 remove_ob(door); 868 door->remove ();
702 free_object(door); 869 door->destroy ();
703 doorlist[i]=new_door; 870 doorlist[i] = new_door;
704 insert_ob_in_map(new_door,map,NULL,0); 871 insert_ob_in_map (new_door, map, NULL, 0);
705 sprintf(keybuf,"%d",(int)RANDOM()); 872 sprintf (keybuf, "%d", (int) RANDOM ());
706 new_door->slaying = keybuf; 873 new_door->slaying = keybuf;
707 keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); 874 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP);
708 } 875 }
709 } 876 }
710 877
711 /* change the faces of the doors and surrounding walls to hide them. */ 878 /* change the faces of the doors and surrounding walls to hide them. */
712 if(opts & HIDDEN) { 879 if (opts & HIDDEN)
880 {
713 for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { 881 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
882 {
714 object *wallface; 883 object *wallface;
884
715 door=doorlist[i]; 885 door = doorlist[i];
716 wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); 886 wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP);
717 if(wallface!=NULL) { 887 if (wallface != NULL)
888 {
718 retrofit_joined_wall(map,door->x-1,door->y,0,RP); 889 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
719 retrofit_joined_wall(map,door->x+1,door->y,0,RP); 890 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
720 retrofit_joined_wall(map,door->x,door->y-1,0,RP); 891 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
721 retrofit_joined_wall(map,door->x,door->y+1,0,RP); 892 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
722 door->face = wallface->face; 893 door->face = wallface->face;
723 if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); 894 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
724 free_object(wallface); 895 wallface->remove ();
896 wallface->destroy ();
897 }
725 } 898 }
726 }
727 } 899 }
728} 900}

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