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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 1.20 by root, Thu Jan 18 00:06:56 2007 UTC

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

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